The Synthetik 2 Game Logo
December 7, 2022

Annihilation Mega Update

Major Features:

New & Improved Classes

Brotherhood Weapon Pack

New Menu Design

Action Upgrades

Map Menu

Environment Updates

INTRO

Hey Synths!

The new update is finally out! U8 - Annihilation is another major upgrade for the game all around, and it brings us a large step closer to our goal. Many things have been improved, and now that we don't have to work on features all the time, we can focus more on quality and polishing. This will now be an ongoing focus.

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NEW 

New & Improved Classes

The new Eliminator is a powerful hitman with a trickshot refractor sphere and the Demolisher combines alll the best from Grenadier, Rocketeer and classic Demolisher into one fat package.

Classes
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NEW 

Brotherhood Weapon Pack

A set of 6 new Faction weapons, ranging from radioactive canister shotgun to heavy triple barrel assault rifle. Comes with a full set of new faction variants.

Weapon
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NEW 

New Menu Design

Nearly all menus got an iteration and have a more consistent design, which also ties into the new Universe Hub design. The end statscreen and the weapon menu got an overhaul. Keep in mind that this is still work in progress. There is still a bunch of work to do, especially around buttons, the weapon and endscreen. The weaponmenu will be accessible while playing in the next update so we prepared it to take less space on the screen already.

UI
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NEW 

Action Upgrades

The upgrade shops for items and abilities have been combined into one. Additionally we overhauled cleaned up many of the upgrades and added upgrades based on the category of item. Summons can gain upgrades specific to summons only, Grenades for grenades and so on. Also we added a system which allows exluding nonsensical upgrades. More improvements are following.

Improvement
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NEW 

Map Menu

The new map menu paints in your path in realtime and shows your recently visited area, as well as chests, shops and more.

You can open it with TAB / M by default. More improvements for the map are upcoming!

UI
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NEW 

Environment Updates

(Ongoing) Many environments have been updated in terms of gameplay quality and we are in the progress of making many more major gameplay improvements by improving spawn points, combat spaces, reducing backtracking and adding cover. More coming soon!

Environment

// GENERAL

Accuracy Boost / Rework

The recoil and deviation math has been changed and is now more accurate to what it should be in real-world degrees.
This was very confusing because S1 used incorrect values, and the previous values were differently incorrect as well.
In short, essentially all recoil and movement inaccuracy has been halved. This means that the weapon balance has been completely shuffled.

Credits on Kill

You now gain a fixed amount of credits on kills as a baseline. Credit pickups can still drop as a bonus, and elites grant more credits.

Realtime Muzzle Flashes

Weapons now have muzzle flashes with nice real-time shadows and intensity based on weapon power.

Backtracking

We are taking steps to prevent heavy backtracking and optimizing the level pathing, chest placement, and pickups. Pickups now have a 60-second timer, which encourages players to use them and eliminates the ability to backtrack through the entire map to retrieve an ammo pickup that was left at the start. The frequency of pickup drops has been adjusted to compensate. This change should improve the overall gameplay experience.

NEW CLASS

Demolisher

The Demolisher is a durable frontline unit which can rain and chain-trigger explosives. It combines the best from the Grenadier, Classic Demolisher and Rocketeer.
NEW CLASS

Eliminator

The Eliminator is a careful ranged hitman. Always avoiding to get caught and circling his prey, he relies on accuracy and consistent damage output from high powered gadgets to eliminate anything from single targets to enemy groups.

// ENVIRONMENTS

Environment Quality

We are continuing to add quality and variation to our environments. Many maps have been improved, some have been reworked, and some new ones have been added.

Cover and Spawn placement

Recently, we discovered that our environments have very inconsistent cover and spawn-point placements, and this has been too much off the radar.

This often leads to "funnels" instead of varied playing areas. The difficulty can also vary very dramatically, as we have observed on older maps versus newer maps.

Backtracking and circular maze-style movements are also issues that we are trying to improve.

We are now focusing on overhauling the maps in the near future to have better cover and spawns. Many maps have already been changed, and we think this can net a lot of untapped gameplay quality.

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// CLASSES

Class Specific Loot

Classes now have increased chances to find loot that is thematically fitting for them. We have also added new chest designs. Part 2 of the loot rework is upcoming!

Class Merge & Splits

Classes have seen a bunch of improvements and we are in the process of merging the subclasses into more rich main classes. We currently have a lot of classes and more are planned, and we feel that we are spread too thin. We think we can add more quality and variation by combining some of the closest classes and splitting some into their own class, like we have done with the Eliminator.

The Eliminator is now its own class with a unique new design, while the Demolisher combines all the best parts from the Grenadier, Rocketeer, and classic S1 Demolisher.

A combination of the Chrono Trooper and Striker is also being considered, as well as making the Breacher a separate class with a new model. For the Recon class, we are considering some options; let us know what you think.

The Riotguard got a big iteration and a lot of quality added, but for the moment the Judge and Disruptor subclasses are being removed as these subclasses were struggling with their design.
The Judge might return in a better form, or the abilities will return as part of the loadout.

Faction Kits

Focus Perks are being remade into Faction Kits, which are available on the Eliminator and Demolisher as a preview. Faction Kits offer a starting weapon choice of a certain Faction (or comparable) in addition to some other benefits.
These will be later unlocked by a class challenge, like reaching the fourth area above 150% with the class. The Demolisher now starts with a 2-shot grenade launcher, but can also get the Rocketeer kit, or even a melee one, giving distinct and fun options.

Faster Leveling

Class experience requirements have been noticeably reduced for early levels (0-10) and slightly reduced for levels 10-15.

// WEAPONS

Weapon Balancing

Weapons have not been a large focus for this update but we have some solid tweaks based on community requests. Overall weapons should be in a good state outside of some outliers.

Class Handgun Loadout now shows weapon technologies and tooltips
Increased weapon drops in the run
CR-18 damage from 0.925 to 1,
CR-18 now uses AM ammo to round out the class starting roster better
Grom perk charge gain now has a 5s cooldown
Industrial Laser Cutter damage 1.35x > 2x, now has perfect moving accuracy
Industrial Laser Cutter now is a legendary, gains an additional perk
Akita fusion ammo decreased
LM-89 Dusk recoil reset increment 0.5 > 5 (much faster reset when stopping)
Fixed Chopper spin to win being framerate dependent
Breaching cutter improved VFX and weapon performance
Battle Hymn Perk changed
RGL Symphatizer last shot perk damage increased by 100%, now reloads fully at once
Commando Micro Coil damage from 2.75x > 3x, deviation 3>2
Red Buzzards ammo cap and pickup increased
Fireball cannon reworked, now causes area burning air explosions
LS30 max ammo increased 20 > 30
Seigo damage 1 > 1.1x
Seigo Taser now has 2 charges, 10s recharge time
Squad 6 Compact Temporal ammo bonus 20% > 15%
X1000 Ion Rifle damage from 5.5 > 6.5, Perk scaling 0.25 > 0.5x
Maro perk duration increased, made more visible
ZB-26 Rex new Perk
Tokko Rubber Grenade Chance 7>8%
Micro Coil new Perk - Coil Chargeup
Raider Micro coil now has seeker ammo
RGL Symphatizer now reloads the full magazine, increased accuracy
Chopper is now legendary, damage 5.5 > 6.5, spin to win damage increased, perk added
Stoner new firing sound, perk reworked
C80 New Perk - Self Learning
Deathstick new perk - Homewrecker, now deals bonus damage in a massive area
Shotgun Revolvers stun chance 10>30%, cooldown 15>10s
Orion HVL Perk now applies to weapon damage which is more reliable
Twin Buzzards sound improved
Flak Cannon damage increased, now is an epic

Loot Pool Changes:

While we have a massive amount of weapons, some people felt like the early loot pools could be more diverse, so we shuffled some things around to make early loot more varied and get some little-used weapons more showcase.

Squad 9 Carbine added to uncommon pool and reworked (replaced by handgun specialization)
Timesplitters added to uncommon pool and buffed (replaced by Dual 9mm Storm)
CRX Explosive Crossbow added to common pool (replaced by Explosive Crossbow)

Starter Handguns:

Varied smaller tweaks and loadout changes have been done to handguns across the board.

Classes had their starter handguns reshuffled to have more variation
Classes menu now shows weapon technologies and better tooltips
P78 Fusion new Perk - Shield Battery
Acid Pistol new Perk - Life Drain
PPQ-H new Perk - Overcharged Cells

Attachments

There has been a pass on attachments with further refinements. Overall the state of attachments seems quite good outside of some outliers. With some further cleanup and plugging some holes, this should now be a really strong upgrade sandbox. Custom slot attachments will get a pass in the future also.

New Common Attachment: Ambrosia Printer
New Common Attachment: Skullbreaker Tips
New Legendary Attachment: Hellfire Cycler
Powershot no longer works on weapon switch,
Powershot now gives guaranteed crit and +100 damage, now works much more consistently
Chromatic Barrel alloy from 6% crit, 30% crit damage, to 5% crit, 50% crit damage
Last Straw now fires a wall piercing attack with new vfx
Barebone Allocator reworked, now grants shield damage and shield regain on hit
Dynamic reflector now deals more damage, more visible attack
Madness core now grants +10% damage
Titanium Tripod now grants +15% critical chance
Hard Reset now reloads 2 shots
Cold Steel Alloy now grants 40% Deviation and 10% Cooling
Lightweight Reciever movement accuracy increased
Recon Scope Weakpoint Damage 20>30%, flat 75 bonus removed
Bleeder Bleed chance 20 > 30%
Scrap compressor procc made more visible
Titanium rifling no longer reduces heat by 10%

Variants:

A good bunch of variants have been changed

Many variants have been improved or overhauled!

New Weapons

Resistance G11

Explosive Crossbow *

Time splitters *

HE Crossbow *

Simple HE Crossbow

DKH Snub Revolver

Dual 9mm Storm

Tec-9

SK-9

New Weapons

Some cool new weapons coming in!

Ares GL
Starter

Ares GL

- High damage bouncing HE launcher - Dual shot magazine - Powerful but requires accuracy

Bizon
Common

Bizon

- High magazine submachine gun - Consistent damage output

TKB-0111
Uncommon

TKB-0111

- Accurate Twin-Burst Assault Rifle - Powerful weak-point hits

KS-23
Epic

KS-23

- Big bore radioactive canister shotgun - Deals damage in an area

KSVK 12.5
Epic

KSVK 12.5

- Heavy radiation rifle - Powerful direct damage with small AOE - High recoil and slow fire-rate

TKB-059 'Azhdaya'
Epic

TKB-059 'Azhdaya'

- Heavy triple-barrel machine gun - Low magazine size - High damage output

0146 Future Command
Legendary

0146 Future Command

- Accurate Laser assault rifle - Engages a spraying mode at low ammo

// ENEMIES

Bosses

Finally we had some time to improve the boss fights and do varied tweaks. Overall the Bosses should feel more polished and also more challenging.

Academy - Sawblade

Reworked Mini-Sawblades
Audio-Pass

Electro - Spider 808

Now also summons area-denial drones
Improved enrage phase
New close-range knockback ability dealing damage to drones
Audio Pass

Missile Silo - Raptor Jet

Reworked Missiles to fire in salvoes
Now spawns mini jet drones
Changed boss arena
Audio-Pass

Oil-Rig - Hovercraft

Reworked Discs to be in phases
Different Enemy spawns
Audio-Pass

Mainboard - Arena Masters

Riotshield now has a super-regeneration aura
Riotshield now has Statis Shield
Riotshield no longer has Shield Dome
Enforcer no longer has Ion-shield
Enforcer sprint tuned
Sniper now spawns Tractor Beams

Cooling Chambers - Prisma Turrets

Now spawn an attack wave on destruction
Attack waves are slightly weaker
Now each spawns an area-denial Pylon in an interval
Destroying one turret reduces pylon cool-downs of the other
Audio-Pass

Armageddon Chambers - Last Defender

Now grants a new divine loop perk choice

Enemies

Scaling

For the damage and health scaling throughout the run, we reduced damage scaling to allow a slightly slower pace in the lategame and increased health scaling to reduce the times where enemies get killed in 0.1 seconds in the lategame. This should be a tweak in the right direction, but let us know what you think.

Arctic and second floor damage scaling Removed
Arctic Health scaling increased

SAT Police Improvements

Testing: New Ballbot For early game
Testing: Certain units can now throw a reinforcement beacon
Secure Bots now go closer to attack
Snipers gain a area scan effect which marks targets
Shock Crowd Controller now has a lightning dash, can throw zapper gadets
Shock Mortar wheels now drop a zapper on destruction
Foam Wheel now explodes with a foam explosion, giving Reinforced Riot Foam to units around
Patrol Wheels now have a charged shotgun attack
Juggernaut now does a ranged smash ability
Heavy Gun Turret now can trigger a flare
Both lightning wheels have better accuracy
Heavy siege spider now has a triple mortar attack
Shield Carrier wheels now fire a homing missile on attack
Increased healing of healing tower
Sat Protector replaced with Engineer placing sentries

Purger needs work - also cryo beam for cryo car

Chrono Squad Improvements

The lategame Chrono Squad has seen varied improvements to make it more balanced, more difficult and less punishing.

Orbital Recons reworked
Orbital Strike Tower visually and gameplay upgraded
Time Controller knockback greatly reduced, VFX more visible, no longer stacks
Shield Giver unit replaced with Discus Glider, no longer can infinitely boost cooldowns
Pulsar Defender now properly uses his attack
Armored Defender now has a Battlecry ability
Chrono Enforcer now has a aiming indicator and fires a burst of 10 shots
New High Guardian Riotshield Unit with a Blockade Breaker ability and shot deflection
New Beholder Enemy

Enemy Sniper Aiming

We made all sniper style lock-on units a distinct and clearly visible lock-on effect to improve on the readability of the gameplay.

All sniper-type enemies now have a aiming sound, VFX and laser
Sniper Type enemies gain double Projectile speed

Mutator Enemies

The new Mutators add varied new enemies to the game.

Varied new enemies added though the new mutator system

Death Voice Lines

We added varied new voice lines, and especially added death voice lines for the first time.

NEW Death Voice lines
Increased enemy voice line count by around 15%

New Units

Reinforcements coming in!

NEW

MantaRay Glider

The Mantaray is a sturdy crowd control unit, using a non-lethal microwave weapon to drive troublemakers to flight.

// ITEMS

New Item/Ability Upgrades

The upgrades for items and abilities now have a new category-based system, which makes upgrades more tailored to what you are actually upgrading. Grenades get grenade upgrades, abilities that don't benefit from multicast don't get it offered, and so on. There might still be some oversights, so let us know if you find any, but overall it should make the upgrade experience much more consistently useful.

Item Iteration


Many items have been improved or reworked. More work on items is in progress.

Items are in the process of becoming more defined as a toolset for a core gameplay sandbox.

Item Synergies


A new synergy system has been added, which is currently being tested on some items. Certain items trigger a bonus effect once a synergy item or weapon is found. This effect is hidden until found.

We are testing to see if this doesn't add unnecessary complexity, so let us know what you think!

// OTHER

Multiplayer Testing

Great news! Co-op is alive and well. As you might have seen already, our dedicated server-based online co-op is now on a test branch on Steam. You can find more information on the Steam forums or Discord.

Keep in mind that this is a first technical test and not the same as the co-op launch, and not yet the time to invite all friends. Since all important parts finally work, we are definitely over the mountain, but a good number of balance and quality-of-life improvements are now following.

Big Missing Audio Fix

We have mostly replaced a third-party audio engine, which caused many sounds not to play on their first time of appearance. For example, the stat upgrade shop always had a very distinct sound that you would never hear. Or one explosion having a sound and the next none.

Many sounds are now more audible and the overall audio mess is now gone, but there might be some sounds that are a bit overblown right now as there is no limiting anymore (like in S1).

Nvidia DLSS & AMD FSR 1 support

Performance: We have added support for DLSS and AMD FSR, which are both dynamic resolution modes.

DLSS works amazingly well and makes the game look better while also giving a noticeable FPS boost if you have a Nvidia card above 2000. On DLSS at 70% render resolution, the game looks better than native and runs noticeably better, for example. Even playing at 50% resolution looks great.

FSR has the potential for higher gains and works on any card, but does come with more noticeable quality loss. However, it is still a great tool to boost FPS if needed. Dynamic resolution overrides any anti-aliasing settings.

Mixed Shadow Caching

We have implemented a new feature that improves shadow performance on the higher shadow settings (all but the lowest) and adds better shadow quality.

Loading Times Boost

Due to some fundamental switches and many optimizations, loading times have noticeably improved. See for yourself!

Monitor Switching

We also added a setting to switch monitors.

// UniversEdit

Result: Stat To Stack

You can now convert a stat into a stack, which opens up many possibilities for tying action behavior to stats, such as health.

Condition: Weapon Owned

You can now specify specific weapons as conditions, which is useful for creating synergies.

Class Droprates

You can now adjust the weighting for different types of loot for specific classes. This setting can be found in the class specialization configuration, and allows you to increase the chance for certain types of items to drop for a particular class.

Synergies

It is now possible to add synergies to actions.

First: Add a condition to activate your synergy. Lets say your item gets a synergy if you also own orb of lightning. Ask for "Owns specific actions: Orb of lighting" in a passive condition then set as result "Synergy active" and add the orb. This now activates the synergy once it is owned.

Then on the left side, you add your synergy descriptions in the synergy text slot and again reference the orb. Your actual synergy effects can be anywhere really. Check out the "shock conductor" item.

Mod Browser Improvements

The mod browser has been improved to show more stats and has been cleaned up a bit.

Note: Instant Once

Note: The "Instant once" path was previously experiencing a bug where it would trigger repeatedly until it executed a result once, rather than just triggering once as intended. This meant that if you had a spawner with a 20% chance on instant once, it would continue to spawn until it succeeded. This issue has now been fixed, and the "Instant once" path will only check for a result once, as intended. If you were using the previous, incorrect behavior of this feature in your actions, you may need to update your implementation to use the correct behavior. To make an action only activate once, you should use the charges system.

// CLOSING

▧ Upcoming

For the coming weeks, we will be focusing on improving the core gameplay with better spawn points, cover placement, and flow through the environments. When this is done, we will then have another look at the enemies.

We are also working on a remake of our loot progression system to give us better control over when chests and terminals spawn, resulting in a smoother and more consistent progression.

For U9 and beyond, we plan to put more emphasis on quality, including a stronger focus on story and flair elements, improved bosses and enemies, outgame progression, and potentially a class upgrade system.

Launch 2023

About the Launch date, clearly we are not planning a 2022 Launch anymore, we'll keep you updated! The other Websites will be adjusted in the coming days to reflect this.

▧ That's it!

Let us know what you think on the Steam or on Discord!
We are looking towards your feedback - Have fun!

- Team Flow Fire Games
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