The Synthetik 2 Game Logo
November 21, 2023

Attached Update

Major Features:

Attachment Overhaul
Machine Hunter Pet
New Endscreen
Improved Rare Squads
4 New Maps
INTRO

Hey Androids!

Update 13 is here with some good new improvements. Attachments got a big upgrade, the new Endscreen makes runs more rewarding, our first pet class and a lot more. Check it out!

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NEW 

Attachment Overhaul

Weapon attachments got a polishing pass and offer better choices. Many attachments got improved, reworked, tooltips updated and should be of high quality now overall!

Core Gameplay System
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NEW 

Machine Hunter Pet

Mache Hunter gains a powerful tracked unit as permanent pet. Slow but durable, "Snappy" provides fire-support and can mirror the Hunter's main abilities!

Improvement
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NEW 

New Endscreen

The new Endscreen now offers extended stats, and shows best in match, new records, badges amongst other improvements for a more rewarding experience!

Improvement
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NEW 

Improved Rare Squads

Existing Rare Enemy Squads have been improved, new Rare Squads and encounters have been added.

Core Gameplay System
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NEW 

4 New Maps

We added 4 new maps and made varied improvements to others!

Expansion

// GENERAL

▨ Mines / Friendly Fire

We dialed back on some of the friendly-fire elements in the game. All mine types no longer trigger on players as example and explosions hurt you noticeably less. Previously mines triggered within 0.5m for friendlies and 3m for enemies.

Mines no longer activate on friendlies
All players now have 50% explosion resistance
KS-23 no longer has friendly fire
Concussive shot no longer has friendly fire
Mines duration standardized to 120 seconds.

▨ Loop

Varied improvements have been done regarding the endless mode or "loop". Mainboard and Cooling chambers also got their unique loop style. The styles are not just a post effect, but have a full lighting, material, color, and fx pass while different for every environment type!

Added unique loop style to Cooling Chambers and Mainboard areas
Loop now has shops / better loot
Loop Debuff tweaked, now stacks up to 100 times to show player progress
Varied fixes

▨ Campaign Changes

The campaign loot progression has seen continued refinement. Coop players will also find a bit more chests.

Increased amount of item chests in coop
Increased amount of weapon chests in coop
Cost for Ability Upgrades has been increased to be more in line with item upgrade value
Weapon tuning can now offer an upgrade kit

▨ Item Switching

The item menu has seen some improvements and allows switching their slots which also works with controllers. Some extra polishing is coming up to add more feedback to the buttons and recycling.

You can now switch item slots in the menu

▨ Endscreen

The game over screen got many improvements, both showing more details but also offering new elements making runs more intrinsically rewarding. Making a good Endscreen which supports up to 4 players is a very challenging task with all the elements we want to portray, so we added a new tab with detailed stats and badges. The main tab still shows the summary with items and weapons as before.

Extended Statistics

You can now see more stats in a seperate tab to compare with your squad.

Best in Match

Each stat shows a Star icon for the player having the highest value in a category.

New Record

If a stat surpasses a previous record, this is presented as your best stat yet.

Badges

We have a new system which allows giving badges for certain performances in certain stats, so if you reach a certain threshold, you are awarded with a gold badge. More levels of batches might be coming up.

Level up effects

Leveling up now has some cool effects to make it more clear.

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// ENVIRONMENTS

Level Changes

We added new maps and tweaked / fixed a good bunch of issues. Some shop placements have also been adjusted to not be as close to each other.

Added 4 New Maps
Varied tweaks and improvements
Added 1 alternative style to arctic and police academy levels
Added loop style to mainboard and cooling levels
Fixed varied lighting conditions
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// CLASSES

▨ Machine Hunter

Machine Hunter has been made into our first class using a permanent pet. This gives the class a much stronger identity, away from recon and allows exploring some new design space. The addition of the pet also offers a lot of cool things which were never possible on other classes, such as mirroring abilities, or enabling things only on the pet. The pet replaces the utility ability, meaning Machine Hunter has less healing now (however is having a small heal on area cleared baked into the perks, and the pet can tank quite a bit of damage) which however means that the class has not really lost any power overall to compensate for the pet for now.

Snappy is a slow moving but powerful armored weapon platform. It will not rush into enemies but provide steady fire support and can tank quite a lot of shots. Snappy mirrors certain Machine Hunter abilities, such as Heat / HVAP, and Turtle Shield. Turtle shield can be used to protect Snappy from taking too much damage. New class Evolutions have been added and many other Evolutions now have an additional effect which include the pet or are mirrored on the pet. Note: a first version was already included last patch by mistake, so this had been partially live already.
Machine Hunter now has a permanent Pet, the tracked hunter unit "Snappy"
New and Updated class evolutions
Varied Tweaks

▨ Recon Sniper

Recon had been a bit on the weak side and has gotten a bit of polish and improvements across the board. We still want to do more perk changes on all classes once we have a more flexible perk system however.

New default starting pistol, PXS Spec Ops
Varied improvements on perks and other buffs
New default utility ability
Now heals 500 on area cleared
Innate damage bonus from 15% to 25%
Now gains Elusive on level 10 for better survivability
Striker Drone is now called Spotter drone
Spotter Drone now has a reworked weapon
Spotter Drone has a much smaller hitbox
Spotter Drone triggers a mark on a near target if you walk up to it on a cooldown, or on spawning
Sniper now gains 3x the shield on weakpoint kill in 3-4p coop
Sniper new Evolution, Weakpoint Scan
Smart Ricochet damage reduction 20 > 10%
Keeping distance reworked

▨ Chrono Interceptor

The class got a bunch of smaller quality of life improvements.

Varied Perk Improvements
Fusion Blast Improvements
Fusion blast damage ticks now scale with current shield
Each 300 shield grants one damage instance (Previously instantly consumed all shields)
This can happen up to 10 times and has 5 instances with base shield capacity. (Previously 6 instances fixed)
Fusion blast shield damage 1>2x, Maximum health damage from 3% to 5% per tick to scale better in coop
Fixed description mentioning that rift gives temporal ammo without the Trooper kit
Chrono Caster kit now also gains a stack from using Time Rift
Reworked First Level Perk
Reworked Synergy Perk
Now has innate 15% reload and ejection speed
Time tag 25% max hp component damage cap from max 1000 to 3000 damage

▨ Evolutions

Varied Class Evolutions have been buffed, more notable changes are listed below.

Added Hyper Blade Evolution
Added Eliminator Evolution Eye Burner
Cheap shot now activates twice as fast and now deals aoe damage as opposed to directional
Reworked Maxximum Blade
Ammo supply spider now also grants shield regeneration
Hot Shot now also grants 100% dodge chance, Cooldown 15>20s
Varied Buffs across all classes

// WEAPONS

▨ Attachment Overhaul

Weapon attachments got a big iteration and should now be in a very good state. Nearly all weapon attachments got changes or updated tool-tips. Some new attachments have been added, many have been tuned or reworked.

The compressor attachment slot is now also a full attachment category and has a full set of options. Overall it is too much to list individually, you should check it out in game while playing and make sure to report us anything that feels off!

Tons of tuning and improvements to attachments all-round!

▨ Ammo Regeneration

The stat is now calculated as if 5 is the minimum magazine size and 50 is the maximum, similar to how S1 worked. This means large magazine size weapons don't have infinite ammo as easily, while <5 magsize weapons gain significantly more (a 1 shot weapon will gain 5 times more). We will likely tune this number a bit more.

▨ Burst Delay

Varied weapons had a burst delay of 1 second, mostly handguns and launcher types which was an oversight, this has been reduced on a per weapon basis to around 0.25-0.4, making burst upgrades a lot better.

▨ Weapon Balancing

Varied weapons got some tune-ups.

Concussive shot and KS23 no longer friendly fire
Police Breaching Shotgun new firing sound
Nailgun Visual Overhaul and buffed
Nailgun magsize 18>20, damage 1.15 > 1.25
Nailgun counts as handgun
Recoilless rifle increased firerate and damage slightly
R2000H Damage from 5.5 to 6.5
X1000 Ion Rifle damage from 3.75 to 5
TKB-0111 reduced burst delay from 0.4 to 0.3, damage from 1.25 to 1.5
A700 Increased damage from 1.5 to 1.7
Pioneer C900 damage 0.9 to 0.95
Dual shotgun revolver damage 2.7 > 2.5

New Weapons

Some cool new weapons coming in!

Object 29
Epic

Object 29

Assault-Rifle Launcher combo Fires shield breaking fusion missiles Very low recoil

Devoted Boltcaster
Epic

Devoted Boltcaster

Fires high damage armor piercing bolts Compact automatic crossbow submachine-gun

Kaida Nailgun
Common

Kaida Nailgun

Nailgun loaded with Nails Low range with ammo regeneration Effective up close

// ENEMIES

▨ Rare Squad / Events

Rare squads and units have been buffed across the board. Rare squads are also now announced at the start of the area, while rare single units are still unnannounced and varied new rare squads and some room events have been added.

Emp Emitter
Healing Emitter
Propaganda Aura
Dog Pack
Secure Bot Swarm
Assassin Room

▨ Other

Entry Shotgunners damage slightly reduced and reload time greatly increased
Secure bots now have a shield instead of health, this is mostly to distinguish them from Enforcers and Road Patrols
Shields dropped by Shieldcarrier Wheels now self destruct after 30 seconds.

New Units

Reinforcements coming in!

NEW

Heavy Sniper Turret

A powerful ranged turret, firing a single devastating shot after 1 second of aiming.

// ITEMS

// OTHER

▥  Global chat

We have mirrored the ingame global chat on Discord, so you can chat on the both at the same time in a dedicated channel.

Global Chat is now Mirrored on Discord
New backend for moderation and banning

▥ AMD FSR2 (Experimental)

We have added a third party integration of AMD's FSR2.2.1, which is a great alternative to DLSS but supported on any hardware. This means much better image quality on the low end.

Remember to always use DLSS or FSR2 as they give better performance but also look better than native resolution with TAA or SMAA. Most developers integrate the settings incorrectly and start their quality settings at a default Nvidia/AMD setting of around 65% resolution which is why they have a bad name, but on high resolution levels you will see the best of both worlds, especially with DLSS. If you set it to 85%+ you will have the game look noticeably better than native while also running better.

Added FSR2 for greatly improved image quality on low end hardware

▥ Optimizations / Networking

A lot of under the hood improvements have been done towards reducing server load (as example all actions/abilities use greatly reduced resources) and loading times for area transistions, making runs a lot more stable, loading faster and greatly reducing the chance of a server overload, causing a disconnect. We continue on improving things, let us know if you still have issues with server disconnecting mid-run.

Greatly improved loading times in coop
Greatly reduced server load and increased stability

▥ UI

We made further improvements in varied areas of the user interface.

Lobbies now have User defined Tags and show Escalation
You can now show other player Items with "U"
Added new Notification Popout window
Added new Player Popout window with links
Made Tooltip more clean and less overwhelming
Varied improvements on Tooltip text syntax
Improved Bug Report Window
Varied UI Improvements

// UniversEdit

▨ Classic Weapons for Modding

We have added over 1 0 0 HD Upscaled weapon sprites from S1 using latest upscaling tech for everyone to use! Remember it only takes minutes to make your own weapons and we have many weapon models and sounds for you to play with!

▨ Note For Modders

Modify Health, Modify Plating, Modify Shield needs to be used on self only for networking same as how modify stat works. Applying this directly to other entities was always a sort of hack but it can no longer be supported as this does not work in multiplayer. The proper way of doing this has always been to give someone an action which modifies what you want, like using our healing or plating or shield actions, or make your own health/shield/plating changing action, which is applied as a buff or debuff or perk.

This was also not only a networking issue but is poor structural design as you could never trace back where this health was coming from. This now works the same as modify stat and should be the last of things which need to be changed to self only. If you had actions which healed all entities in range as example, that will no longer work and requires applying a healing action to all entities in range. This is also better as you can give particles and feedback. Actions using this will not crash or anything but simply not apply this and only apply on self.

Another thing that will be phased out with U14 is "delete self action delay" - Please use "Timer bigger than X -> delete self action" or simply delete after the path is over - same issue for delay on "deal damage". Please check out Power Kick how to do delayed damage in a good way where you can do proper feedback on it.

The reason is that these 2 delay ones are the last ones which use some async timer trick to make a delay for ease of use, but this causes actions to update the path unneccessairly even if the delay is not used, which is quite bad for server performance (and not great for singleplayer performance as well) These were implemented at the start of the project when we did not understand the ideal systems and workflows but really must be cut to make ways for the right approach.

// CLOSING

▧ Upcoming

Next up we want to work on a small polishing pass, iterating items and start on the outgame progression elements. The second floor areas will also get some improvements and enemy tweaks.

▧ 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
The Flow Fire Games Logo
Flow Fire Games UG (haftungsbeschränkt) HRB 167558 B
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