The Synthetik 2 Game Logo
February 14, 2024

Electrify Mega Update

Major Features:

Huge Item Overhaul

Supply Hack Databases

Ragdolls & Decapitation

Map reworks

Center HUD

INTRO

Hey Synths!

We've got another massive update for you! Items, Ragdolls, decapitation, new Hud, new maps, tons of improvements across the board make Synthetik 2 feel like a new game (again).

No items found.

NEW 

Huge Item Overhaul

We added 20 new items and did a massive overhaul of the entire item pool. Items have a strong identity as part of a gameplay sandbox and matter more than ever.

Core Gameplay System
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NEW 

Supply Hack Databases

We brought back supply hack databases with all items, weapons, shop perks and all attachments! Collect them all and check out their details! Weapons got new stat tracking as well! Supply Hack Tokens also were added in their first iteration.

Expansion
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NEW 

Ragdolls & Decapitation

Destroying machines is more fun than ever. Enemies can be knocked around on kills, their heads detach on headshot or you can even blast the legs off!

Core Gameplay System
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NEW 

Map reworks

Around 10 maps have gotten a redesign or are new, with many others getting improved spawn points for better paced action.

Improvement
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NEW 

Center HUD

With the change to items and some cleanup, we can now bring back the classic HUD layout with a more focussed view on health and ammunition. A ton of quality of life improvements have been added all across the UI.

Improvement

// GENERAL

Update 14 started as a sort of "spring cleaning" update, adding a lot of fixes, tweaks and polish, however quickly grew very large. Many core elements have been polished up, especially around UI.

Destruction

We added ragdolls to humanoid enemies, making them fly around when killed and interactible by players for a time. Additionally for the previous 'explosion' system where enemies break into pieces, these pieces are now darkened and visors no longer show up as bright colors on the ground, reducing visual clutter.

NEW Unit Ragdolls
NEW Decapitation & Leg detachment

New Hud and Updated Menus

With the item overhaul and the changed item slots, we added a variation of the classic Synthetik UI layout which does span a bit wider across the bottom screen, but gives a very focused sight on the important gameplay elements, putting health and ammo at center. The new item layout also makes items appear more important and more appealing to use.

Ingame Heads-up display

With the item changes and some cleanup, we were able to bring back the classic layout, bringing a more focused view of health and ammunition, while making items more prominent.

New Centered HUD

Interface Improvements

We made a ton of quality of live improvements across the board with many smaller things adding up to the experience.

Items now show the upgrade count
Improved reload bar
Improved class & weapon menu
Improved healthbars
Improved experience bar
Improved buff bar

The buff bar now has a background, shows timers and a red circle on negative effects

Pings now show an indicator on screen border
Hotkeys are now faded out when the ability is on cool-down
Improved cool-down display of abilities and items
Tooltip improvements and also now shows rarity correctly
Varied sound improvements
Destruction pieces are now darkened for better visual clarity on the ground (not yet in effect for ragdolls)
Fixed glowing visors appearing on the ground for better clarity
Improved Button feedback in most menus
New font

Gameplay Cues

Varied gameplay cues have been improved, such as a very visible enemy spawn effect with sound, globally audible rare squad spawns and better damage taken feedback.

New Player turning around feet animations
New effect for spawning enemies
Added a particle effect when shields are downed
Taking health damage shows a bright indicator
Taking health damage sound is louder
Added an extra sound when losing 500 health

Databases

We added the first iteration of the supply hack databases. The databases can show all Weapons, Items, Variants, Shop Perks and Attachments! If you find one of them for the first time, they will appear in the respective database.

New Loot Compendiums!

Isn't it beautiful?

Supply Tokens (WIP)

You can "token" things in the database you unveiled with a supply hack token. This token will increase the chance of the object appearing and makes it slightly more powerful. Tokens are right now limited and will be expanded upon in the coming update, where you will be able to unlock tokens and maybe do more with them.

Campaign Loot Changes

The first 3 maps in the campaign now have multiple different types of loot progression instead of always a similar one. This is still being worked on and expanded onto the other areas soon.

No items found.

// ENVIRONMENTS

Level Changes

For the environments, we are still working on refining the spawn points for more engaging gameplay and high action moments. Multiple maps with too far spaced spawn points were improved, allthough more are upcoming. We also reworked the weakest maps of the game and gave them a stronger identity. Most notably, the Power Plant ("Electro") had some issues which now should be greatly improved.

2 New + 8 Redesigned Maps throughout varied environments
Improved spawnpoint placement on around 12 maps
Added ambient sounds to arctic, cooling and armageddon environments
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// CLASSES

Varied class tweaks have been done across the board, but were not a focus. Most notably for Breacher and Riotguard.

Breacher

Breach and Clear damage resistance  7.5 > 10, shield 250 > 300
Breach and Clear now gives 10% weapon damage per stack
Breacher no longer gains 15% bonus damage to health
Breach and Clear range 6 > 6.5
Breacher shield regen reduction from 50% to 35%
Blockade Breaker cooldown from 12 to 10
Breacher passive 3% movement speed
Breacher Preparation trigger condition made more generous

Machine Hunter

Snappy now has 16>20m detection range
Now has a different minimum firing range
Snappy is no longer affected by summon loop debuff
Now moves 10% > 15% faster when out of combat
Synergy AM weapon magsize from 1+10% to 1
HS-50 and Ripper deal more damage

Commando

Raider Kit perk reworked, now stuns on non dash blade as a defensive third option
Reverbing Blade base critical damage from 1.75 to 1.5 to reduce absurd criticals
Blade deflect no longer can miss as easily

Riotguard

Fixed damage taken to health being calculated half as strong as it should
Riotguard now takes 25>30% and 50 less flat health damage
This is greatly reducing the chip damage on deflections but also makes hard hitting weapons more felt
Allowing to learn better which types of enemies hurt and which do not, and to position the riotshield better
Painkillers now gain one stack on 22m range, and one bonus at 8m range or below
Painkillers healing reduced from 5+15 to 4+15, stack duration from 2 to 1.25
Bonus damage against stunned from Battlecry is now part of momentum
Cage grenade now has 2 charges baseline, applies a 1s stun on direct grenade hit
Shock Trophy System now recharges 2 charges at once
Riotguard Synergy perk max health stacking halved after 10 areas

Heavy Gunner

Popcorn box now adds 20% spare ammo cap
New Gunner evolution, Belt Feeding
Ammo Supply spider now also refreshes shields

Chrono Trooper

Chrono Trooper Telefrag max hp damage from 20 to 30%, cap from 2000 to 3000
Torpid telefrag from 10 / 1000 to 20 / 2000
Timed Chrono charge max hp damage cap 1000 > 2500
Chrono Energy Shot now triggers on weapon shots
Brothers in Arms cooldown 10 > 8s

Eliminator

Distractor Cluster cooldown 30>25, more health
Headhunter credits are now affected by currency gain
Eye Burner now adds +100 weakpoint damage
Refractor Sphere now works when stunned
Trident Laser cooldown 12>10s

Sniper

Targetlaser speed reduction now scales negatively, removing it on power gain
Targetlaser shield stacking no longer scales, this was abused as a easy way to become extremely tanky not intended
Fixed Mastery not giving shields, shield gain buffed from 500 to 1500
Mastery firerate removed for now as the third kit and passive have fire-rate already and it felt out of place
Keeping distance now properly checks for cooldown
Tractor Beam improved

Demolisher

Stun Missile burst cool-down decreased

// WEAPONS

General

Extra shot deviation bonus from 3 to 2°
Burning Effects stack much better now
Burning now resets if a stack is increased as intended,
Burning now stacks up to 10 times
Updated burning VFX
Known issue: Learning tab does not reflect the armor change

Armor

Armor got simplified towards it's original implementation. As riotguard now got flat damage absorbtion, the complicated armor resistance no longer needed and armor simply absorbs most of the damage on deflected attacks now, while no longer granting a passive reduction. The overall power of armor should be the same.

Armor no longer grants passive reduction based on 25% of armor amount
A deflected shot will simply reduce the damage by 75%

Updated Models:

We updated older models with our latest workflows to apply our lessons learned. At this point we are very happy about overwhelming majority of the lineup and only minor touches should be left.

Shorty HE
Squad-6 / 9 SMG
Judge Honorary Revolver
LS-30
MP-70 Maro
Ninata
RPG-7
C80
Tsuba
Crowd Controller

Weapon Balancing

A lof ot tuning and tweaking has been doen across the board. Weapon balance should now be in a great state, and the tierlists on discord also show very good results. From experience we know that once players rank objects very differently on the tier lists, the balancing is working as intended.

Many weapons have been further refined
C80 Reworked
C80 Fusion carbine magsize 30>25, firerate 600>900 rpm, perk reworked, reload decreased
Seigo SMG burst delay from 0.4 to 0.3
Competition Dual damage from 1.2 to 1.07x, Perk duration from 2 to 1.5
Maro max ammo and pickup 110 > 132, Damage from 0.9 to 0.95
Harpoon reload speed increased, damage from 7.5 to 8.25
Harpoon active reload timespan randomized
Stoner Perk now also heals 200 health
C900 new perk, increases specialization power by 0.5% per kill, damage 0.95 > 1x
Recoilless rifle ammo bonus damage 1.2 > 1.3, area factor 0.75 > 0.8
Damage 7.5 to 9, ammo decreased from 16 to 12
RPG-7 increased damage from 11>13, ammo pickup and cap 7>6, tweaked ammo AOE
RPG-7 now comes with alternative HEAT Ammo
RPG-7 Model Updated
LS-30 firerate from 200 to 250
PXS Spec Ops damage from 1.25 to 1.2, reload speed slightly decreased
Judgement now uses a barrel attachment instead of stock
Industrial Laser cutter damage from 1.3 to 1.35
Kaida Model H damage from 1.55 to 1.5
Akita Fusion magsize 25 > 36, reload decreased (next version not yet)
Crowd Controller purchase perk in Tinkerer shop is now epic instead of legendary
Squad-6 reduced perk benefits
Squad-9 burst fire delay 0.6 > 0.5, damage 1.7 > 2
Boltcaster now has a proper tech perk
Spike perk chance 25% > 50%
Coilgun Scaling reduced
C900 perk cooldown 3s > 1s
Rayon perk no longer requires heat
Dusk Damage 1.2 > 1.3
Squad6 compact pickup 60>80, starting 60>80 ammo
Warthog damage 1>1.1
Nemesis damage 9.5 > 1.1x
R2000H damage 6.5 > 7x, now deals bonus aoe damage
KSVK damage 7.5 > 8.5, direct hits now apply 1 stack of radiation
HS-50 damage increased, perk now also grants +30% damage on first shot
Ripper damage from 2>3x

Explosions

All explosions (real explosions, not ""spell"" explosions now have a minimum radius of 2.5m. Explosions with low explosive component (R2000, KVSK, A700 or low damage explosions) could end up with a 1-2m radius which would realistically never hit anything but still eat from the damage budget.

Explosions have a minimum radius of 2.5m

Soft Ballistic / Fusion Technology

SB Technology medium range damage falloff was decreased, making it taper off less harshly on medium to long range, which should be a noticeable boost in the average medium screen engagement

Soft Ballistic ammunition has more effective medium range
Fusion Technology maximum damage range increased to drop off less sharply at range

Database Details

You can see weapon details and descriptions in the database menus. We are tracking many stats for you to compare and you can even filter by them!

New detail view for weapons
New stat tracking for weapons
Descriptions are work in progress

Other

Varied smaller tweaks
Breaching Variant now triggers whenever in combat, cooldown 12>16s
Hot loaded simplified
Armor Pen Tuning from 10 to 5
Quicksilver conductor now applies burning on enemies properly
Impulse Plating crusher deals more damage, now legendary to reduce complexity and gimmicks
Shield Drainer is now a legendary

Sounds:

Some sounds have been updated.

Nailgun new firing sound
Ripper .50 new firing sound
Competition Dual new firing sound
CR-18 new firing sound
Double barrel new firing sound
Super shorty minor bass increase
Kaida Model H minor bass increase

New Weapons

Some cool new weapons coming in!

Grom-12
Uncommon

Grom-12

Full-auto lightning shotgun Powerful burst damage Low ammunition

// ENEMIES

Terrorlevel

Terrorlevel increases now get stronger later in the game and have additional weaker units as support. This makes the headhunters scale with the players a little bit throughout thegame instead of being the hardest at the start and then never getting stronger.

Evolving Terrorlevel Squads
Terrorlevel Squads come with some few simple bonus units

Loop

Reworked the loop debuff
Loop Enemy debuff no longer is applied once per player in coop, making enemies insanely strong
Loop Player debuff now stacks properly
Upgradekits no longer drop from elites in loop, rares still drop kits
Elites no longer grant bonus credits in loop, leading to insane credits counts

Second Environment Balancing

Changes to the second floor (after first boss) have been made to add more power fantasy in the first half of the second floor with more "trash mobs", and reduce the "high stakes", tactical feeling a bit.

Removed shotgunner from T3, now T4 only
Removed K9 from T4, now T3 only
Added new Enforcer Basic to T3
Gun drone health from 300 to 700
Gun drone fire-rate from 900 to 500
Gun drone Fusion Cold bullets are now slightly homing
Enforcers are twice as common as is usual for units. Total amount of enemy budget per map is unchanged.
Enforcer Basic costs around half the spawn budget of a normal enforcer, as such appears in more numbers
Has no officer injured buff and reduced firerate, base health 1500 > 1200
This acts as a sort of trash mob for T3
Moved Riotshield from T3 to T4

Other Enemy Tweaks

Doomba bonus damage range from 13 to 14m
Doomba damage increased / fixed
Attack Bike Health 1800 > 1400, Spawn Budget 350 > 300
Healing Station Drone healing no longer has a 1s delay
Lightning Seeker Projectile speed increased 20%
Lightning seeker Damage from 3x to 4x
Juggernaut now has 200 health regeneration
Rare Emergency Protector now has 110° protection instead of 260°
K9 weapon is now armor piercing but deals less base damage
Ball Defender damage from 2.25 to 2
Searchlight missile turret no longer has armor, now has 6 plating
Sniper turret 60 > 35 armor
EMP Emitter no longer deals damage or breaks shields,
EMP Emitter now reduces maximum shield capacity by 10% every 25 seconds, up to 9 times
This makes it worthwhile to destroy it fast instead of wait between the intervals

Equipment Station rework

Now has 3 charges with 20 seconds recharge and gives a powerful buff similar to before. Players or friendly units can steal the charges and get the buff for themselves.

New Units

Reinforcements coming in!

NEW

Magnetic-Missile-turret

A lightly fortified missile turret with a slow and highly homing missile.

// ITEMS

Huge Item Overhaul

Items were still in their first iteration and lacking behind other elements of the game and could not compete with abilities. We did a huge overhaul, buffing all items from a little to a lot, to bring them on-par with abilities, while adding a lot of polishing and many new items. The item slots were reduced from 5 to 4 as the item inventory felt too much like a backpack to "stuff in the stuff you find" and less like a loadout of meaningful abilities which you need to manage. With the reduced slots and the new power, items feel way better now overall and have a clear role in the game.

Huge item balance overhaul
Items are much stronger and more meaningful
Items are designed as a synergistic gameplay sandbox
Many new items were added
More defensive, healing and support items
Item slots reduced from 5 to 4
Upgrade cost adjusted to ability upgrade cost

Gameplay Sandbox?

The item design has shifted from "random" power increases to more of a flexible gameplay sandbox. The very first original intent in Synthetik 1 was to add more depth by allowing more activatable items, where other games would only give you 1 single ability to press, however the design of the items mostly followed something that seemed cool or just randomly came to mind. Items are now designed more with a "gameplay sandbox" in mind, where each item has a dedicated usage in a net of roles and builds.

Pic: In-development overview of item roles

There are dedicated mobility items, utility, summon, crowd control, raw damage, melee and so on, but more importantly, the items enable more natural synergies by interacting with other items (or other things). Examples:

A shield dome can be a powerful defense for your team, or can keep a vulnerable sentry turret alive.
Explosive Shots can be fed to your riotguard to make him into a strong damage dealer, or placed next to your suitcase sentry to make it gain powerful shots over a long time. It can enable lower damage weapons to be more powerful.
Shovel causes stagger on the enemy, which makes enemies weaker, comboing with other stagger effects. Shovel naturally works great with other melee items or abilities, but now the shovel also reduces item cooldowns on hit, giving it multiple dimensions of combo potential.
Power array now charges on ability use, compared to power bolt which triggers on weapon usage, giving them different synergies.

Item Bonus Passives

Certain items now offer a secondary passive benefit, this is often the case for damage items especially as raw damage by nature offers low combo potential. Some Examples:

Maverick now increases damage of all attacks by 50, which synergizes well with shotguns or certain abiltiies such as fusion blast, or masterkey as example.
Unstable current now gives your items a chance to not consume their cooldown, enabling new builds.
Uranium greatly increases armor penetration but at a massive cost of fire-rate, adding a strong twist to your weapons

Many New Items

We added many new items (even more below in the lost & found pool) and together with the rework of many others, the entire roster feels very different.

New Item: SAT Handcuffs
New Item: High Command
New Item: Sticky Bomb AD/2
New Item: Uranium 234
New Item: Volley System
New Item: threat detector
New Item: Cryo Beam
New Item: Wheels
New Item: Last Stand
New Item: Titan Shield
New Item: High Density Neutrino Bomb (Doomba drop)
New item: X983-R Psyonic Catalyst
New Item: Shield Core
New Item: Pulsar Repeater

Item Changes & Reworks

Keep in mind that there were too many item changes to list them all here.

Tons of item changes, QOL and power increases
Excluded for now: Shoulder Mounted Cannon
Flare Gun - now triggers instantly not after 3 seconds, increased stats, improved tooltip
Twin Link increased stats
Disc of Justicia stun 2s > 3s, cooldown reduced
Concussive shot cd 12 > 9 (still in consideration)
Sapper Shovel cooldown 15 > 7, crit removed, now reduces item cooldowns by 3 on hit,
Sapper Shovel now can hit friendlies for a speed boost, scaling dmg 1 > 2
Heatsink reworked
Taser drones are now 3s invulneralbe, otherwise unchanged
Hyperfeed Cooldown 35 > 25s, now has a passive activation, scaling reduced
Gyroscope duration 34 > 6 sc, cd increased, damage from 75 to 125, now gives movement speed
Thunder Coils now target randomly around the nearest enemy, not randomly around itself
Thunder Coil calldown cooldown 5 > 3s, now also give double cast chance for items
Stim Pack stats 25>30%, CD 30>25s
Slicer Drone cooldown 30>25s, new passive
Ghost Spawner Unit health 1500>2200, cooldown 25>22
Plating Printer cooldown 25>16 can be manually activated, can give to friendlies
Sidewinder damage increased 2>4x, cooldown 15>9, now does area suppression
Maverick varied changes
Shield Dome Greatly improved, tick from 100>200, refreshes 4000 shields
Shield Dome bonus shield from 400+40% to 1000+20%, cd 30>25
DMR Sentry turret health 1400+1000 to 3400+1000, cooldown 40>25
Magic mag cooldown 15>13, new upgrades

Collect all items in the new databases!

Beacon fixed particle and added sound  FIX ME
Weapon jammer range 10>11m, CD 35>28, damage slightly increased
Ripjack CD 15>8s, glaive targeting range 10>15m, chance 65>75%
Fusion mines now has 2 charges, 20s > 15s cd
Unstable Lightning strike +1 bolt, cd 18 > 15
Judges Quickdraw cd 15 > 7, firerate 200% > 150%, duration 1.25 > 2, tiny speed bonus
Guardian cooldown 60s > 35s, duration 20s max, hpregen 60>30, now has 50 armor aura,
Guardian spawns infront of you, 3s invulnerable at spawn, rubber launcher
New Blue Item - Explosive Shots. Gives explosive damage bonus to friendlies in the range
Reworked core of daring
Roundhouse boots now refresh mobility cooldown
Masterkey damage increased, cooldown decreased
Power array now gains stacks from ability usages not kills, minor tweaks
Plasma grenade 20% max health damage, cs 25 > 22
Removed weapon summon upgrades from summons where it dosnt make sense
Destructor Grid now is placed infront of you, damage slightly increased
Destructor Grid now grants 35% critical chance to any friendly standing inside,
Heavy mortar barrage 12x 12x damage to 12x7x damage (yes a nerf)
Protectors Badge no longer gives 10 armor, now gives 500 healing on map change
Burning now resets if a stack is increased as intended, stacks up to 10 times, better shows the particle effect
Updated fire effect
And much more.

Lost & Found Chest and Loot

We brought back the lost & found chest, remade updated items for the loot pool. These are more of "bonus items" which are less core to the sandbox. This pool can also be used to add fun gimmicks or other things without disturbing the main game pool. The chest can also drop a random class starter with an upgraded variant.

New Drop: Lost & Found weapon (starter weapon with upgraded variant)
New Item: Stun Mines
New Item: Electric Net
New Item: Power Rations
New Item: Hit Counter
New Item: Brawndo
Updated: Fusion Mines

Unique Item Upgrades

Some couple items now have 1-4 unique item upgrades. While this is a cool concept, doing this for all items or abilities is a gigantuan task, as such this is an optional bonus, but maybe in the future some update can expand this to more items and abilities, and this function is now open for modding as well.

Added a total of 20 item-unique upgrades, scattered on some items

// OTHER

Hotkey changes

Some tuning has been done to the bindings. Keep in mind that RMB still works but the core ability now shows 2 on the UI, as this is the primary binding. At best check your keybindings.

Abilities and items now follow 1 2 3 4 5 6
Core ability still has RMB bound as secondary but shows 2 on the UI
Mouse extra Forward now is secondary bound to mobility
Mouse extra Backward is now secondary bound to weapon cycle
Healing is now bound to H (the alternative would have been 7 which is similarly far away)
Bindings have been reset
You can now Enable Controllers though a Button in Settings

Audio Ranges

We are doing some tweaks on audio ranges. Certain important sounds would previously not be heard. We are doing more tweaks in the near future, especially on the falloffs of player shots. Let us know if you feel like certain sounds need more range.

Rare squad alarm sounds can now be heard across the map
Coop Death sound can now be heard twice as far

Local Audio

Certain sounds are now only audible for yourself and not multiplied in coop. This makes coop far less noisy and cluttered in terms of audio.

Varied sounds are now only audible for yourself
Feedback action sounds from gained items (Divine excluded)
Boss feedback
Level start feedback
Shield beeps
Shield recharge
Weapon swap
Kill sounds

Savefiles

You now have seperate savefiles for test-branches and for the live branch
More savefile backup states have been added for increased backup safety

Other

Combat log should no longer show local and remote hits, looking like 2 seperate damage instances in coop
Pressing escape now clears the Fog which will fix the Black Screen issue as a workaround but looks a bit suboptimal right now

// UniversEdit

Action Lifetime

We added concept of Lifetime for Actions so that there is one consistent point for status durations. This can be set in the editor and replaces making paths with timer and delete self actions. Delete self action DELAY is removed as announced previous patch. If you used a delay this needs to be fixed or the action will delete itself instantly or faster than you wanted.

You can set an action lifetime on the left, which will automatically remove itself after the time
Delete Self Action [DELAY] phased out
Added Lifetime counter to buffbar

Operand Type Display

You can now see the type of operands in the action editor! Float, Int or Bool so there is no more confusion which matches with which. We chose a simplified rendition of float, int and bool as we expect people with programming knowledge to already know by the name of the operand and this will help unexperienced users understand the core principle of the types.

Iteration Speed

When creating a new check, the new operator will now be "AND" not "Equals"
Adding a new path now instantly selects the path
Action Editor refresh speed improvements and some refinement on left side
Faster scrollbar in action path editor
Search field (stats etc) is significantly faster
Tooltip now updates automatically every 2 sec

Particle Previewer

You can now preview particle effects in the editor when selecting a particle effect.

// CLOSING

▧ Upcoming

Next up we are working on the Outgame, Lore and Main Menu. We are trying to tie the resistance base into the menu and add more outgame progress while working on the story. Tokens will also get developed more. Also we are adding a reward for the last defender and likely other things as well as usual.

▧ 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
Berlin, Lotosweg 31, 13467  - Geschäftsführer: Alexander Luck