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SYNTHETIK News

UPDATE 20!




Hey everyone!
We are glad that Legion Rising is so well recieved and this update is more of a "day one" update that adresses most issues that came up with the Addon, as well as doing an final balance iteration for the classes.

We are now very happy with the standing of the classes (as of the following changes) and the statistics and feedback now represent our expectations very well. That said, here we go:


UPDATE 20.1 - Class and Exp changes




Experience:
Class experience is now much faster for level 5-20 (Around 2-3x)
Experience gained is now shown while playing with a bar at the bottom of the screen
And directly applied, no longer after the match. The deathscreen still shows a recap however. (Keep in mind the Loop grants reduced experience as it is meant for fun and optional, not for endless grind.)

Originally posted by Shrike
With double the amount of classes, leveling should be faster and Legion did not make that change. Leveling also became more important, and as such it is made faster to hit that level 15. There is a hard balance to strike here to keep long time players engaged but not frustrate people with little time. Maybe we overdid it a little with the Exp Token, but we will keep an eye out.



New Daily-Login Experience Boost:

Login bonus now grants a Experience token!
The token lasts 1000 seconds or until you die and you get 3x Experience while it is active!
This will make it much easier to level if you don't have much time to play.

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Riotguard:
  • Cooldown of Battlecry slightly increased, scaling adjusted
  • Tomahawk extra throw chance increased 10 > 15
  • Can now drop the starting pistol
  • Riotshield ammo gain / cap from 30/60 to 35/70
  • Riotshield heat increased
  • Shield bash damage slightly increased
  • Now is granted 10% movement speed in boss rooms to be on par with default


Originally posted by Shrike
Riotguard is one of the most played classes, is very versatile and has very strong Perks later on, and already was in a very good place - maybe a little bit overperforming but nothing critical


Breacher:
  • Breaching charge is thrown 20 range further and baseline charges cap 2 > 3
  • Level 5 Perk now additionally grants a stim effect when entering a room and heals a bit
  • (Breacher has a really insane level 25)
  • Breacher now moves slightly faster than default (Fastest of all classes)
  • Breacher shield no longer has longer delay than default and regens 25% faster
  • Breacher now takes reduced explosion damage (35% - You still gotta learn how to use the charge)
  • Level 5 Perk still dosn't work - we didn't know - Fixed next week

  • Super shorty has a new firingsound, deviation and damage slightly increased
  • Breacher has new level 15 Passive, granting penetration for shotgun ammo
  • Shieldburst now also grants breacher stacks


Originally posted by Shrike
Breacher is a higher risk / reward class and more aimed towards an advanced player. He did not lack in power before but is more rounded-off now, and will be in a very good state when the level 5 Perk is working again


Sniper:
  • Level 15 Perk is now included in the level 0 Perk
  • Level 15 Perk is now granting level 0 standing bonuses when using Targetlaser
  • (the shield regen per distance was not really working)
  • Sniper Maximum Shield +25
  • Flash grenade deals higher base damage
  • Laser is now red
  • Fixed Headhunter perk refreshing 10x of intended value in shields


Originally posted by Shrike
Sniper deals very high burst damage but really has to pay attention which we like a lot, he just was a little too overly squishy


Assassin:
  • Shield-regen delay time from 50% longer than normal to 25% faster than normal!
  • Shield Max increased by 50
  • Now takes 10% reduced health damage
  • Level 15 perk now properly grants credits
  • Core Healing scaling reduced as dagger provides extreme sustain
  • Core Damage baseline increased, scaling reduced slightly
  • Level 20 Perk now properly uses ammo
  • Blood borne nerfed
  • Stealth item now stops channeling when out of stealth
  • Fixed smoke grenade changing stats incorrectly when vanishing and removing all dodge
  • Black Market Teleporter no longer works in final Boss room


Originally posted by Shrike
The Assassin is the probably hardest class and intended to be more niche - He does very well at what he was supposed too but the shield nerf was too extreme. Now he has a faster shield and is not deleted as instantly. He still has the highest sustain from all classes but clearly at the highest risk.


Raider:
  • Blade no longer heals when not hitting a target
  • Core Perk no longer goes to 3 stacks by spamming dash alone
  • New Level 5 Perk - Blade kills instantly reset the blade
  • Blade cooldown 8 > 12 seconds
  • Blade damage decreased from 700 to 600


Originally posted by Shrike
Raider is very mobile and well rounded, his performance was as we expected and one of the player favourites but now he has even higher skill-cap with the Blade resets. We will keep an eye out on the Blade balance however


Heavy Gunner:
  • Now has a small light at the player when using onslaught system
  • Hard Light cover no longer explodes when destroyed, regens way more shield
  • Fixed issue where he had old stats changes applied for a previous iteration of the class
  • (means more movement accuracy and less firing slowdown)
  • Now has default headshot value
  • LG-2 ammo printing effect now is 10% of spare ammo instead of 5 (same at default)
  • LG-2 ammo printing now also reloads the same into the magazine
  • Fixed level 15 perk not granting an upgrade kit
  • Onslaught System now gives proper double shot chance and firerate (fix)
  • Onslaught System now gives more base ammo regen but scales less
  • Perk Core flashes when suppression is applying on shots
  • Now is granted 10% movement speed in boss rooms to be on par with default


Originally posted by Shrike
Heavy gunner got a lot of quality of life changes and fixes, but maybe we will still change how the LG-2 gains its ammo


Engineer:
  • Fixed Auto-Overclocker now gives 2-3 scrap on kill instead of 1 (actually was a bug)
  • Overclocker Friendly units heal increased from 50%+ 500 to 65% + 500,
  • (Player temporary health gain unchanged from 400, which is still very good)
  • Sentry turret duration slightly increased from 4+10s to 5+15s
  • Drone Zeal duration calculation improved
  • Level 5 Perk now is at level 10
  • New Level 5 Perk (Weapon bonuses + 5 Drone Zeal on Player overclocks)
  • Laser weapon bonus now works
  • Now has 100 more shield and 25% more shield regen
  • Level 15 perk now works at 15, not 10

  • Missile Drone Item has more health and works like other summons
  • Spider Mine Item now has a cap on stacks, also gains stacks from ultra kills
  • Well Oiled now also displays a popup message when proccing
  • Fixed prestige bonus not working


Originally posted by Shrike
The Engineer was clearly underperforming, we did remove his shield bonus at the last minute which was a mistake and is now reverted, and he got some very good buffs. As the specialist class before, he will still be more of a niche character that has a lot of potential and ways to be played for a more experimenting player


Demolisher:
  • New Baseline Perk which grants shield per second while ejecting+reloading which is pretty
  • strong and helps with survivability a lot when using launchers especially
  • Now starts with 100 additional max health
  • Level 10 talent now also grants reduced explosion damage taken
  • M79 and RPG-7 have a higher chance to drop when playing as demolisher
  • (Actually M79 was not even in the normal loot table)


Originally posted by Shrike
The Demolisher was a bit underperforming, but the new shield bonus makes low-ammo launchers/weapons way better than before and greatly helps at survival. While the single shot weapons are hard to handle and maybe give a poor first impression, the demolisher really has insane damage potential while being rather tanky, we will keep an eye on him still.

Both engineer and demolisher scale well into mid-lategame which is not to underestimate and we think both now have at least on-par performance


All classes:
  • Take 1% reduced health damage per level below 10
  • (so 10% less damage at level 0)




Other:
  • Variants Research now works
  • You can no longer revive in loop, only at the teleporter
  • Eclipse interval reduction removed
  • Fixed respawning in Boss fights
  • Fixed item activation when trying to drag items
  • Tweaked respawning curses
  • Moved buffs back to bottom as pre-legion, added setting for buffs on top right
  • Black market teleporter no longer works in final boss room
  • ‘Yellow’ Elite-SG Shotgunners damage scaling per difficulty slightly reduced
  • Buffs now again show tooltips while infight
  • Loop minimum healing raised from 10 to 25%
  • Loop Elite enemy amount increased
  • Shield Regeneration delay is now displayed in the character screen in the regen tooltip
  • Overdrive slot now works properly again and tooltip added
  • P33 deals 15% increased headshot damage, recoil 40 > 38
  • Tried some additional measures to prevent the coop death screen overlay issue
  • Added a simple sprite based shadow effect for when high quality lighting is off
  • Mag 47 firerate slightly increased and maximum recoil decreased
  • Desert Eagle now states the stacking headshot damage bonus
  • AKSU-74 damage and deviation slightly increased
  • Replaced one music track in crystal floor with a different one
  • Armored transport health scaling from 7x default to 5.5x
  • Armored transport now has a message saying to shoot it to get loot
  • Fixed revive camera position

  • +Varied fixes we forgot to list


    Known Issues:

    Breacher level 5 dosn’t work, fixed early next week
    Loading still lags when playing the first time each new PC start on weaker harddrives, contacting the engine makers about it
    Aggro in coop seems incorrect



There will be a small patch with some additional fixes early next week
Keep in mind most of the changes have been already live for a couple days!



Have fun!


LEGION RISING Released!



Welcome to SYNTHETIK: Legion Rising! We just released the free expansion which will upgrade your core game experience massively and will enable you to employ a greater variety of ruthless combat strategies. Expect to encounter new enemies, brutal boss fights, 8 new class specializations, many new weapons and items, new music, many general improvements and five more supported languages! ​Click below for the full Patchnotes!






Oh and there will also be Steam Trading cards, Badges and Backgrounds coming in the next days which you can get by playing!


And in case you want to further support us, you can check out the new Supporter pack here and fill out the Legion Rising survey on the forums :)

https://store.steampowered.com/app/909610/SYNTHETIK__Supporter_Pack/

We hope you enjoy Legion rising, let us know what you think on the forums
and report the leftover issues you find on the forums!


Have fun! - Eric, Alex & Karl

Announcing Legion Rising!

Hey everyone, great news!
The long awaited next update is coming on Wednesday (October 3rd) next week! We spent the last two months working hard on all important areas of the game, it became so big to be worthy to become the first official expansion for the game called:



Synthetik: Legion Rising will heavily upgrade the core of Synthetik while also adding new content for the experienced Players. As some of you may already know this Update will feature a major overhaul of the class system, each class makes way for two Subclasses highlighting different aspects of the class!

The Subclasses have new and unique Class Benefits, distinct starter Items and Weapons. If you loved the old classes, don’t worry the spirit of the classes and the perks remain intact and are shared between sister classes. The Subclasses feel like an extension and allowed us to flesh out more details. Where the old Commando had to balance superior firepower with close combat, the Raider is specialized in fast, close quarter skirmishes and the Assault Gunner unleashes raw firepower to rain hell on his enemies. Here a quick teaser of the new Subclasses, more info soon!



And there will be much more than that!

The Expansion will be free for everyone who already owns the game! The price for the game will be adjusted to 19,99$/€, the other currencies accordingly. However, if you want to support us, we will release a Supporter Pack, containing a few things such as a shiny, flaming dash!




We also want to take the opportunity to thank all of you for your support, it has been a wild year for us. We haven’t been able to catch a breath after the release with all the support and feedback coming from you urging us to keep working hard on the game. We hope you enjoy the new expansion as much as we do, let us know what you think and don’t forget to join our Discord if you want to have a chat with us!

See you October 3rd!

UPDATE 17! - Summer Heat



Hi everyone, a new update for Synthetik just arrived!
In this update we focus mainly on the Environments, new Rarities for Items and Weapons and of course as usual Balance improvements. Oh, I almost forgot the new Items and the totally badass Epic Anti-Material Rifle!


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MANY NEW ROOMS

We found and fixed a bug in the Room generation that slipped in with the Engine upgrade in the last update. The bug caused environment presets of the same size overriding each other resulting in the same preset being spawned all the time. Now the Environments are a lot more varied again, some props even did not occur at all!

We made a lot of new room blueprints for the Floors, with a more distinct, customized style. Each Floor now feels more unique with an overall higher quality level but less randomization.





  • 3 New handmade Room blueprints for Crystal Virtual Reality Floor
  • 2 New handmade Room blueprints for Training Floor
  • 3 New handmade Room blueprints for Missile Silo Floor
  • 3 New handmade Room blueprints for Electro Floor
  • 2 New handmade Room blueprints for Pipes Floor
  • 2 New handmade Room blueprints for Military Bay
  • Improved the collisions of varied props, especially Crystal Floor


Keep in mind that the room order is random and you have a significant chance of not seeing new rooms for a few runs.





RARE VARIANTS & RARITIES

There is a new purple “rare” category, which is between blue and pink
Some blue weapons are put into the rare category, but still drop from wood crates.

Weapon rarities:
  • Rare U L T R A variant now has double chance of occuring on blue weapons
  • NEW super rare D I V I N E variant for weapons, even stronger than ultra!
  • NEW super rare T I M E L E S S variant, same as timed but no timer!


Item rarities:
  • Variant roll is now half affected by Luck stat instead of zero
  • Superior variant chance increased to around 10%
  • Master Crafted renamed to U L T R A for consistency, chance from 2 to 5%
  • NEW super rare D I V I N E variant for items with double power
  • NEW secret variant?


Check your weapon/item database if you want to see which weapons are swapped! Also all item drop sounds have been improved!

The new rarity tiers:


GENERAL
  • Fixed Player movement animation speed not scaling with the movement speed
  • Decreased Bot humanoids animation speed threshold (rare, ugly sliding in coop!)
  • Upgrade kits given by quest should now properly stack when inventory is full
  • Hyper Adrenaline fixed, removed recreation every room (stacking)
  • Perk Cores now contain cores from all classed instead of only for the selected class
  • Perk Core chests now contain class cores
  • Maximum absorbed damage (Absorption + Armor) is now 65 ▶ 80%
  • Maximum absorbed damage with buff (Absorption + Armor + Absorb Buff) is now 85%
  • Point defense quest shrine now has 4000 additional health
  • Reduced chance of health pickups and health crates
  • Chat can now send 70 more characters
  • Improved shrine generation slightly


CLASSES
  • Guardian no longer deals 7% reduced damage!
  • Fixed specialist level 0 weapon bonus requiring level 5
  • Rogue Evasive maneuvers increased dodge chance from 8 to 10%
  • Rogue Switch Position damage reduction from 50% to 60%
  • A lot of class changes coming the next update - stay tuned!




NEW Epic Weapon - Yoko Lagann
Heavy 12.7mm anti material rifle with custom ammo that deals bonus damage against turrets and bosses and 3 plating removal on hit. It can only be fired when standing and reduces Player movement speed.

It’s simple but demanding and fun to use with some of the nastiest weapon sounds yet!


WEAPON BALANCE
  • 14.4mm Nemesis Ammo increased base damage from 800 to 950
  • 12.7mm Lynx Ammo increased base damage from 450 to 500
  • GM6 Lynx changed max ammo 24 ▶ 30, ammo gain 12 ▶ 20
  • P33 Compact increased critical chance bonus from 5 to 10%
  • AEK Special Elite now also grants 5% critical chance when carried in inventory
  • ARMAGEDDON now deals 25% more damage but costs 2 health per shot
  • Nail gun increased mag size 14 ▶ 15 and now also counts as a shotgun

  • M32 Launcher Damage increased by 10%
  • Super 90 damage buffed 10%
  • Eraser DMR fire rate increased by 8%
  • Model 9800k fire rate and recoil control increased by 8%
  • CRX Ballistic Crossbow damage increased by 10%
  • CRX Stack display now shows total stacks instead of total headshots
  • Twin mill Mk2 damage increased by 5%
  • KI Vector damage increased by 7%
  • Spas 12 dynamic choke now works above 85% mag size instead of first shot only

  • MG5 recoil buffed slightly, damage increased by 10%
  • Bren Anti Air ammo now deals 150-180 instead of 15-180 damage
  • Object 29 deals 10% reduced damage (is a rare now)
  • Tungsten Arrow: No longer Stuns but deals slightly more damage
  • Mjolnir ammo gain 10 ▶ 5, still very strong but now requires ammo pickups again
  • New Arrow: Shock Arrow - Like the old stun arrows
  • New Arrow: Poisoned Steel Arrow - Applies a strong acid effect


FIRING SOUND SYSTEMS
  • Weapon pitch is now varied after reload, resulting in a larger range of firing sounds
  • Weapon firing pitch is now adjusted on magazine size, resulting in a better pitch change curve





New Legendary Item - Infinity Drill Piece
New Epic Item - Z1 Living Bomb
New Epic Item - Seismic Resonator Sticky Bomb - This time for real



ITEM CHANGES
  • Item extra trigger chance can no longer surpass 75%
  • Item power capped at 500%
    But: upgrade costs are now capped at 2500, reaching extreme item power level is now more attainable.
  • Superior and Ultra (old Master crafted) now grant 25% more item power
  • New Divine and secret variant added


All class items are now grouped in the same starting item rarity, this means they are often cheaper to upgrade as before as some items were of purple rarity. All ‘weapon’ items now properly show their upgrade damage modifier in the tooltip

ITEM BALANCE
  • Recycling now grants 100 ▶ 300 credits for the lowest rarity tier
  • Order 322 Mind Control fixed and reintroduced
  • Order 322 now also gives 100 health regeneration to controlled unit and lasts far longer
  • Order 322 now gives 100 health regeneration (+500 HP) if used on already friendly units
  • Order 322 cooldown strongly reduced, now 25 seconds
  • Chaos potion no longer drops, now is an alternative to C4 drop from mystery rewards
  • Shock impulse no longer incorrectly hits the main target with the splash
  • Heart core hp per kill increased 20 ▶ 25
  • Kunai damage decreased by 10%
  • Power Array damage now scales slightly with upgrades
  • Heavy Steel trap now auto triggers when charges are full and a new charge would occur
  • Heavy Steel Trap & C4 now are placed 50px in front of the character instead of below
  • Dragons Masterkey increased pellet damage 200 ▶ 230, burning chance 66% ▶ 100%





CORE MECHANICS - CRIT HEADSHOTS


Critical Headshot calculation fixed, headshots crit damage is now based on base damage (base * crit + headshot) instead of (base * crit * headshot)
Per example: 250*2 = 500 + 250 = 750 vs 250*2*2 = 1000

  • Headshot damage increased from 210% to 225%
  • Critical damage is now buffed 75% ▶ 100%
  • Critical strike chance cap increased to 40% and base crit chance to 4


Our goal is to make damage feel more consistent and numbers relatable. This is a nerf for extreme numbers that seem to come out of nowhere, a buff for crit and headshots but a clear nerf to headshot-crits.


CORE MECHANICS - RICOCHET


Weapon shots no longer bounce if angle difference is less than 2°- this still allows for extremely unrealistic sharp angled bounces but it prevents perfect perpendicular -l bounces to fly directly back at you, looking at you Nemesis!!


CORE MECHANICS - PLATING


Plating now absorbs 1000 damage + 50% of damage instead of absorbing a full shot - This makes hard hitting weapons better in the late game and make headshots more rewarding.
Armor is also rebalanced to support this.




ARMOR CHANGES
  • Hypertrooper, LMG Devastator and Heavy Flamethrower now have 50 ▶ 150 armor
  • Riotshield and Breach Riotshield units have 70 ▶ 180 respective 100 ▶ 200 armor
  • All 4 above have slightly reduced health



BALANCE
  • Enemy Health in Silo Floor increased by 7%
  • Ballbot speed scales less with difficulty and a bit easier to deal with
  • Ball Defender has 900 ▶ 500 Shield, scales with difficulty
  • Ball Defender has 90% shorter shield regeneration delay and stronger regeneration
  • Chono Trooper shield now scales fully with difficulty
  • Elite SG Shotgunner damage now scales to ¼ with difficulty
  • Enforcer fire rate and accuracy now scales to ¼ with difficulty
  • Railgun Glider HP increased slightly
  • Overseer now has 3 Plating
  • Phaser Ammo count halved, you have 80% more total time to shoot him
  • Defense Quest Shrine has 4000 additional health
  • Tanks in Military Floor now patrol less into props
  • Tanks now have 8000 ▶ 13000 HP baseline as they usually melt in
    seconds
  • Disco Floor voidzones now start to damage after 1 ▶ 1.75 seconds
  • Disco Floor spawn interval from 11 to 12 seconds on average, scales less with difficulty
  • Disco Floor now continues to spawn a poison cloud after 1.5 minutes which gets stronger, giving a soft limit to farming the area




TACTICAL MODE REWORK


Tactical mode has been reworked (granted from the mystery shop research)
  • No shield! Play careful
  • Start with a health vial, 2000 CR and 2 specific items
  • No more item chests
  • Shops are expensive
  • Items start at 200%
  • More choices in upgrades
  • More recoil but also less deviation
  • (Old modifiers still intact)


RESET POWER TOKENS
  • New Setting which resets your database tokens in case some are missing due to item changes or if you just want to reset all


FIXES
  • Fixed controller issue when playing at low fps
  • Improved chat hide button hitbox
  • Weapons can no longer be switched in pause
  • Fixed looting weapons while reloading causing a switching blockade
  • Fixed Enemy/Character sliding when moving very slowly
  • Fixed weapons not applying movement speed modifiers (mostly LMGs) - variants worked tho
  • Fixed character sprite misalignment on Pistols as far as possible
  • Fixed Kaida Model H and Coil pistol not working as intended and being droppable
  • Fixed/improved default crazy missile targeting above the cursor
  • As always varied other fixes we forgot to list


KNOWN ISSUES
  • Not 100% sure if the screen mirror is fixed - Try disable lighting or glow setting if that happens
  • If you experienced issues with keybindings, try resetting them in settings


CHEATS


New Rainbow Road cheat at level 70!
You can find it in the settings menu among the others.

LANGUAGES


Headsup: We started working on multiple new languages, which will be there for the next update after gamescom.



We hope that you enjoy this Update, let us know what you think in the comments below! If you want to have a chat with us, don’t hesitate to join our Discord: https://discord.gg/JyTVtKM

We will take a bit more time for the next update, we are working on some secret stuff. ;) Also we will attend Gamescom, if you happen to be there, come over and say hi! Maybe we also show some of the secret things?

Stay tuned!

UPDATE 16! + Summer Sale!



UPDATE 16

Hey everyone!
The Steam Summer Sale is here! It is also time for our next big Update!

We ported the game to the next Engine version resulting in a whopping 50-100% performance increase! The porting took longer than we had hoped as we had to find and fix a few nasty bugs.

If you want to help test future Updates or just have an early peak, don’t hesitate to join our discord (link in launcher) and sign into the Beta channel on Steam!

As always we also took the time and improved various other aspects of the game such as the Controller support and balancing. Two new Items and the awesome new Railgun found their way into the Citadel, let us know what you think :)



CONTROLLER REWORK
  • We have made huge changes to controller support
  • Menus now fully work with the controller
  • You can now toggle between 2 controller aiming modes by pressing right stick
  • Reworked and added 2 seperate working aiming modes
  • Added aim assist for controller aiming
  • Added proper button names and icons for controller buttons
  • Reworked control scheme fully
  • You can now recycle items with the controller
  • Added aim assist setting
  • Added force feedback on shots and damage taken
  • Controllers are now automatically detected on game start



PERFORMANCE AND ENGINE CHANGE
  • We have completed the switch to the V2 version of the engine, this mostly means futureproofing and changes under the hood, as well as improved performance on all machines
  • Particle performance drastically improved
  • Optimized varied areas of the game
  • Fixed performance leak introduced last update
  • Improved coop Server performance
  • Overall performance increased by 50-100%


NEW TUTORIAL
  • The new Tutorial gives a better overview of the game while also being more engaging
  • Added Option to replay the Tutorial



  • Usable Items now sort automatically (+ New Setting)
  • You now automatically get unstuck when stuck in objects
  • Prestige visual effects now start when you prestige, stat bonus is still part of 25
  • Ammo unlock, Artefact and Class core chest pool drop chance from 0.5 to 1.25% and now
  • can drop more than once per run
  • Timed chest quest now shows the timer briefly
  • Internal dodge chance cooldown from 1.5 to 0.75s
  • Dumbfire missiles now have stronger aiming

  • Artefacts now always give a selection of 3 and a small chance for 4
  • Stat upgrades now give a selection of 3 again at the start at normal strength

  • Teleporter screen flash on usage removed, added new ring effect indicating room alert
  • Teleporter now triggers after 1.5 seconds of being in range when fully charged
  • Added Ping display to FPS display in coop

  • Loop now does not reduce below 100 Movement speed
  • Jet Boss can no longer spawn pickups in the air
  • Questlog made more visible

  • Terminal Interface improved
  • Normal Terminals are now affected by shop pricing stat
  • Normal Terminals are now on a predictable loop that is persistent, not fully random anymore
  • Shops: Weapon Shops now hold 4 instead of 3 weapons
  • Shops: Red weapons and items now have 60% + (10% per boss kill)
  • luck chance of being considered for rolling (previously reds had the same chance as blues)
  • Red items and weapons now gain half the discount
  • Supply crate terminals removed for the moment as they added a lot of complexity for little gain

  • Beta Stimulants Terminal now grants 20% critchance and 20% damage for 80 seconds
  • Upgrade kit terminal replaced with new weapon + attachment terminal
  • Gamble Data terminal removed
  • Added gamble item terminal event



  • Red Guard Riotshield now has 200 less HP but 50 Health Regeneration

  • Stinger Glider now triggers shield + taser with 100% chance at
  • Shotgun Glider / Executioner damage decreased

  • Ballbots attacks now deal deal a lot more shield damage and slightly less health damage and are more dangerous now if they get close and have 750 > 800 HP

  • Ball Defender bots now have 600 > 900 Shield as they always felt very weak

  • Fixed enemy laser bullets not triggering the shield timer - This caused certain things to be much weaker than intended, for example a specialist could regenerate more shield than a elite ranked executioner glider could deal shield damage.