The Synthetik 2 Game Logo
May 4, 2023

Empower Update

Major Features:

Healing / Utility Abilities

Flexible Power Slots

Alternative Angles

Enemy Patrols

INTRO

Hey Synths!

Update 11 is here and had a focus on gameplay quality. As the name implies, this update is all about empowering your choices with the new flexible item slot system and healing is finally predictable and meaningful with our new healing and utility abilities. We also have many other good changes, such as boss improvements, a big weapon balance pass and much more. The coop test branch also had many improvements, and we reworked the saving system.

Focus: Better control over healing, abilities and items
Focus: General usability, stability, and core gameplay improvements
Focus: Multiplayer improvements
No items found.

NEW 

Healing / Utility Abilities

We are bringing more control and strategy into healing and sustain. New healing options have been added, allowing some real healing management and better team coordination.

Core Gameplay System
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NEW 

Flexible Power Slots

The class menu allows setting active slots to items at will. As active, they will trigger on button presses only, while as re-active, they will trigger based on a condition which depends on the item. This allows for a lot of flexibility, lets people who prefer more or less buttons have their way, or allows you even to turn down the amount of buttons over the progress of a run.

Core Gameplay System
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NEW 

Alternative Angles

You can now get map variants which offers a new perspective, adding to variation and replayability. Let us know what you think.

Improvement
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NEW 

Enemy Patrols

Part of enemy groups now patrol between different points. This makes the gameplay more dynamic as there can be more varied sized encounters, and you can also wait for a unit to have passed by if you don't want to engage too many at once.

Core Gameplay System

// GENERAL

Campaign improvements

Further tuning has been done related to loot and enemy placement, this is as you know an ongoing process. We are feeling that the campaign has gotten a little to short so we try to add back 1-2 maps throughout the campaign in length next.

Ingame-menus

The weapon and class menu is now split from the pause menu and works while playing. The weapon menu got an overhaul as well. This now also allows inspecting tooltips with CTRL in the weapon or character menu.

Overhauled weapon menu
Weapon and character menu now work while playing
Weapon menu now shows burst amount and delay
Weapon menu now shows stars for high values
You can now drop weapons through a button
Weapon / Character Menus now support CTRL tooltip inspection

Impact sounds / Impacts

Don't ask why they were gone but impact sounds are finally back. Impact particles are now also less obstructive.

Return of weakpoint, critical hit and combo sounds
Improved visibility of certain on-hit effects

Other

Mortar shots now have a new indicator and a consistent timing
Enemies can no longer critically strike
Pickups now last longer
Pickups are now more visible

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// ENVIRONMENTS

For environments we put more focus on mid and endgame levels and again kept working on improving cover placement. We added the new camera angle system as described in the highlight features and some new power-plant maps as well. Environments are gradually getting more variation and improvements as usual.

4 new maps have been added
Improved a multitude of areas, cover positions and maps in general
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// CLASSES

Classes were not a big priority for this update but got some solid changes here and there. For the next patch we want to look at some chrono trooper and machine hunter improvements and riotguard survivability on higher difficulty especially.

Most Notable changes:

Riotguard

Charge can now be used in any direction
Doubled Omega Exo maximum stacks for better lategame scaling
Increased baseline damage resistance by 10%
Cage grenades no longer have a long delay before activating
! A bug has been fixed where health regeneration gave more than intended, maybe riotguard might be too vulnerable now on higher difficulty

Chrono Trooper

Teleporting now grants 300 shields instantly, greatly adding to survivability if used often
The level 5 perk has been reworked
No longer has reduced maximum shield, now has -400 health instead
Booster Pad visibility has been increased

Breacher

Experimental Stimulus kit got swapped with the Explosive breaching kit in unlock position
Stimulus kit now grants Stim Pack
Both Micro Coil and Shorty got a damage increase
Ion dome no longer refreshes shields

Heavy Gunner

Armorer Kit now grants one additional max plating, no longer grants 2 LR-300
H200 Commando Handgun got noticeably buffed
LG-3 sound got improved
No longer has the ammo box as specialization ability as this is now an utility ability
Ion dome no longer refreshes shields
Increasing power of onslaught system no longer slows you further

Demolisher

Backblast was changed to Rocket-Boost and is now omnidirectional, improved VFX / timing of the damage effects
Rocketeer Kit was moved to the first kit, Orion got a new model and ammo
Front-Pig kit now creates a resonating target, is now the third kit
Seismic Impulse deals slightly more damage
Combo Economics now (hopefully) works

Sniper

Now has a new specialization ability in testing, Tractor Beam
Flash Grenade now deals a small amount of damage as intended
The scouting kit temporarliy has a fire-rate effect until a better effect is added later

Eliminator

Refractor sphere now can refund ammo when you hit it
Fixed that the infiltration kit bonus weakpoint damage hit yourself

Machine Hunter

Machine hunter will get some more quality improvements in the near future

Healing / Utility Abilities

As mentioned at the start, every class now has 3 choices for sustain or team utility, which adds more depth and potential coordination. Healing pickups had always been a bad design as you could never plan or see an actual measurement of how well you were doing, and resulted in people not caring about their health, which is really not what we ever wanted. Try the new options and lets us know what you think!

Every class now has 3 healing / utility ability options!

// 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
Shorty & Shorty HE damage from 4.5 to 6x

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%
Some over-performing Attachments had their stats slightly reduced

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!

Orion HVL
Starter

Orion HVL

+ High Explosive rocket launcher + High damage. but long reload + Limited guidance

RG-4
Common

RG-4

- 4 Round impact grenade launcher - Strong against grouped targets - Weak single-target performance

Reverence
Common

Reverence

- Accurate breech-loaded lever action rifle - High damage on weakpoints - Inflexible and low ammunition

R41 Threat Purger
Legendary

R41 Threat Purger

- High damage flamethrower - Very effective against unarmored - Limited range

// 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 to have 2 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

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

New Directive Mutator Enemies

The new Directives add varied new enemies to the game!

Varied new enemies added though the new mutator system
Added enemies such as commandos, military units, vehicles and more!

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!

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// ITEMS

Many items have been tweaked or their functionality changed. Item improvements were not initially planned for this update but we did a good amount of improvements there, this will still see more work in the near future to polish up items to a higher degree.

Varied items have been improved or their trigger conditions changed

Flexible Power Slot System

The new slot system allows great freedom for your item usage. You can set items as active or passive and change them at any time. With this new system finally everyone can be satisfied with their desired hotkey amounts.

You can now switch between active (hotkey) or passive activation for most items!
After community voting, the 25% power bonus has been removed to make things less confusing

New Items

New Item: Madness Button
New Item: Orb of Lightning
New Item: Destructor Grid

// OTHER

Multiplayer Improvements (Test Branch)

Multiplayer on the public test branch has seen many many more fixes and improvements, as well as gotten the new visible class loadout in the lobbies. Dying is still far too little punishing compared to singleplayer, as such we added a very light difficulty increase with 2 enforcers spawning after a delay, we'll see more on that topic. More loot table improvements also have been done. Next up we will add enemy amount scaling so we can reduce health scaling a bit and we want to adjust more maps to have more space.

Tons of multiplayer fixes and improvements
Varied chat / global chat improvements
Downed players summon 2 enforcers as punishment
Further balancing and loot table improvements
Weapon Inventory and saving reworks
General Reliability Improvements
Improved Networking Backend
Rework of internal Chat handling

Lobby Loadouts

For the coop Test branch we added a visible ability bar including faction kits, so you can coordinate your loadouts better. This is work in progress and didn't have a visual pass yet.

Class loadouts are now visible in lobbies

Saving rework

We decided to remove a popular saving plugin that made us use weird workflows resulting in bugs and hard to maintain code. Instead wrote our own system custom tailored to the needs of Synthetik 2. The new system is now fully in use and many saving and level switching bugs have been fixed. There is probably still some issues here and there but properly dealing with them is now much easier than before. Please let us know if you experience any issues with saving or scene switching.

Tons of fixes related to saving and loading as well as level transtions

Combat Log Improvements

The combat log has also seen some improvements. Especially in coop, the new filters are very helpful to understand what happened to you.

Varied combat log improvements
New combat log filters
Combat log now shows shield vs health damage

Reworked Debug Logger

We replaced the debug-log viewer with a completely new UI. The old solution was a third party plugin we always had workflow issues with and also the CPU and memory overhead was unreasonably high. The new system is designed to be leightweight and easier to extend and maintain in the future. You can find the debug log by pressing "F2" in case you have some issue.

Replaced Debug Log, removing memory issues of the old logger

Ultrawide fixes

For Ultrawide resolutions all known problematic areas have been fixed.

Fixed many ultrawide scaling issues

Text Scaling (WIP)

We started to implement text scaling, which allows making the text smaller or bigger, which is useful for playing on steam deck as example. This is however now completed yet and requires a pass on the entire UI. You can find it in the settings.

Implemented first version of multiple text sizes for the UI

// UniversEdit

Big Modding Weapon Sprite Pack

For all the modders (and mod enjoyers) we have contracted a talented community member to create new weapon models for everyone to use. These even have HD versions and heat images. You can already find at least one good weapon pack on the mod browser using these new sprites. We specifically don't use these so they are all yours to play with for your own custom weapons.

How to make a weapon mod

Never tried modding? Making a weapon is extremely easy and only takes only 7 clicks! (If you haven't created your depot, just name it and create it once the menu is opened, then you should see the same screen)

CLICK ME - Make a weapon mod in 7 clicks

Editor Improvements

Dynamic tooltip support has been greatly expanded and improved
You can now target entities by category
Entity within range can now check for actions owned
Push Back now supports moving direction
New On Recycled condition
New Target Type Enemies Prioritizing This Entity
Stat Overrides in game entities now properly work

// CLOSING

▧ Upcoming

For the next updates we will focus on wrapping up the multiplayer, improve the outgame progression, the new player hub, improved class perk system and localization support. We also want to increase the campaign length a little bit.

Stay tuned and keep watching the spoilers channel on discord!

▧ 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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