HomeGamesUpdatesPricingMethodology
Steam News10 February 20264mo ago

Update 19

Hey everyone! We are very glad about the positive reception of the Engineer Update! Update 19 is a big spring cleaning update, with a heavy focus on fixes and quality of life.

Full notes

Full SYNTHETIK 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

53 fixes14 additions36 changes7 removals
  • Gameplay
  • Fixes
  • Security
  • Balance
  • UI and audio
  • Performance
fixedCore FixesFixes varied issues with chat
fixedCore FixesFixed issues around turrets not shooting
fixedCore FixesFixed exploits around recycling
fixedCore FixesFixed tutorial using difficulty modifiers
fixedCore FixesFixed pickups not disapearing visually
fixedCore FixesFixed negative health issue where players should have died but didn’t
Industrial Breaching Cutter Damage: [c]0.81.2Industrial Breaching Cutter Damage: [c] increased, buff2x[/c] (+50%) Ammo pickup: [c]1801202x[/c] (+50%) Ammo pickup: [c] decreased, nerfFlak Cannon: Damage: [c]3.54.2Flak Cannon: Damage: [c] increased, buffNinata Acid Shot cooldown: [c]64Ninata Acid Shot cooldown: [c] decreased, buff

Hey everyone!

We are very glad about the positive reception of the Engineer Update!

Update 19 is a big spring cleaning update, with a heavy focus on fixes and quality of life.

🔶 Spring Cleaning

Core Fixes

  • Fixes varied issues with chat

  • Fixed issues around turrets not shooting

  • Fixed exploits around recycling

  • Fixed tutorial using difficulty modifiers

  • Fixed pickups not disapearing visually

  • Fixed negative health issue where players should have died but didn’t

  • Fixed issues around healing

  • Fixed issue with un-setting hotkeys

  • Fixed Power scaling not showing on buffs spawned by effects (scaling worked, but UI didn’t)

  • Fixed Mortar shots sometimes being visually offset

  • Fixed charges instantly granting another charge when used (e.g., Sabotage Package)

  • Fixed charge shader not flooring correctly (4 charges showing as 5)

  • Fixed charge recharge display not properly appearing on items

  • Fixed buffs from item upgrades (armor, speed bonus, ammo regen) not stacking correctly

  • Fixed varied Engineer related issues as described in the Engineer section

  • Many reported action issues were fixed

  • Fixed broken achievements

  • Fixed that trading jammed weapons made jamming unrecoverable

  • Fixed varied issues in end-screen

  • Fixed stat displays of certain power scaling stats such as variant power

  • Fixed clients not seeing Ping markers from the host

  • Fixed issues around currencies

  • Fixed an issue where you would gain doubled credits

  • Fixed explosive shots (60-stack version) targeting self as fallback for minor damage component

  • Fixed Laser Implosion bug

  • Last Defender shop opening now grants 4 seconds of invulnerability

  • After selecting a skill, the Class panel disappears, preventing class selection until clicking elsewhere.

  • Language selection[c]PortugueseBrazil[/c] is out of bounds for available themes; defaults to standard theme.
  • Fixed broken cinematic in Oilrig Hovercraft Boss

  • And more.

🔶 UX

  • Mortar Shots now have different visuals depending on the type of mortar

    We added new visuals for different mortar type attacks, such as shock mortar, flame mortar, 3 different types of explosive mortars and more. This makes the enemy attack patterns visually more distinct and interesting, while also reduces confusion about friendly vs enemy attack patterns.

  • End-screen menu layout is now much closer to the main menu layout to reduce confusion.

  • Multiple minor UI improvements

🔶 Weapons

General

  • Lost & Found starter weapons now gain a random variant on first upgrade

  • Added sphere-cast for explosive ammo variants and Fireball Cannon ammo for better hit detection

Weapon Balance Changes

  • Industrial Breaching Cutter

    • Damage: [c]0.8 → 1.2x[/c] (+50%)

    • Ammo pickup: [c]180 → 120[/c]

    • Firing slowdown reduced by 25%

  • Rubber Grenade LauncherImproved ejection speed
  • Spike Fireball CannonAdded alt ammo – Curveball
  • Area SaturatorFire rate tripled; reload speed reduced
  • Switched GM6 Lynx and R2000H perks

  • KS-23Added feedback to ammo unlock
  • Flak Cannon:

    • Damage: [c]3.5 → 4.2x[/c]

    • Ammo reduced by 25%

  • Tec-9 full-auto upgrade damage reduced by 10%

  • Breaching variant:

    • Increased burst-fire delay

    • Fire rates increased

    • Scaling reduced

    • Deviation no longer scales

  • Ninata Acid Shot cooldown: [c]6 → 4[/c]

  • General Acid Tick damage: [c]100 → 200[/c]

  • Rex:

    • Starting ammo: [c]60 → 120[/c]

    • Pickup ammo: [c]70 → 80[/c]

    • Luck: [c]10% → 20%[/c]

Weapon Fixes

  • Fixed CR18 chance being inaccurate

  • Fixed ZB26 Spare Parts chance showing 33% instead of 45%

  • Fixed Double Barrel misleading tooltip

  • PPQ last-shot perk now applies only to the final shot (not last two); shield cost [c]150 → 100[/c]

  • Removed outdated cooldown from Hot Loaded

  • Abomination no longer has a hidden damage bonus

  • Fixed Ambusher incorrect check

  • Fixed Scavenger giving mismatched ammo types

  • Fixed Unstable Ammo ignoring cooldown

  • Improved Hot-Shot conversion scaling

  • Ion Quick Swap now correctly grants speed; removed ejection speed

  • Fixed Laser Divine Blessing affecting only laser perks

  • Nano Armor tooltip fixed (10 → 15)

  • Extra Shot buffs now grant an extra shot, not extra pellets

  • Ultracrit scaling adjusted

  • Varied other minor fixes

🔧 Attachments

  • Bulletstorm Trigger Assembly armor penetration: [c]−50 → −50%[/c]

  • Chromatic Alloy improved

  • Fixed Weapon Super Recharger cooldown reduction

  • Auto-Loader reload amount: [c]5 → 3[/c]

  • Terror Lafette now also grants +50% projectile range

  • Fixed Tri-Bolt Carrier not granting extra shotgun stats

  • Fixed Golden Boy attachments disappearing

  • Commando weapon mastery changed:

    • From 60% free extra shot

    • To 60% no-ammo-cost chance

🟢 Healing Display

You can now see incoming healing very clearly, both in the HUD and on unit health-bars. This currently has a small side effect where you can see added extra health from health scaling of summons however.

🔶 Items

  • High Power changed from −200 shield to −10% max health, Power 80>60%

  • Disc of Justicia no longer stuns players

  • Kernel Shop cost: [c]2500 → 2000[/c]

  • Heat Ray:

    • Damage tick range: [c]6 → 10 m[/c]

    • Burn & slow range: [c]6 → 7 m[/c]

  • Fixed Stasis Sphere using outdated healing logic

    • Invulnerability: [c]0.5 → 1s[/c]

  • Ignition Core can now ignite itself

  • Psionic Catalyst range: infinite → [c]20 m[/c]

  • Thunderstorm Uplink ranges improved

  • Guardian duration: [c]20 → 30s[/c], cooldown [c]70 → 80[/c]

  • Ghost Spawner ghost duration: [c]~20 → ~10s[/c]

🧬 Classes

Machine Hunter

  • Snappy now has melee repel, dealing damage and stunning melee attackers

  • Synergy reloads 1 shot on HVAP / HEAT usage

Recon Sniper

  • New starter healing item: Life-Ripper Shots

  • Early game more dynamic; reinforces sniper fantasy

  • Target Laser hold time for guaranteed crit reduced

🔶 Engineer

  • Engineer perks are out of testing; level requirements enabled

  • Fixed Overdrive Station not being clickable

  • Improved sentry targeting and ranges

  • Improved Spider Mine explosion trigger range

  • Greatly improved range of area denial system

  • Improved cone of surge 3 area denial system

  • Fixed area denial system not using 3 charges

  • Overclocking now grants:

    • 50% damage reduction for 1.25s (summons survive longer)

    • Repair Kit doubles this effect

  • Summon health loss reworked:

    • Uses damage instead of negative regeneration (more debuggable)

    • Faster decay offset by damage reduction

  • Unidentified Potion:

    • Negative effects now work again

    • Stat upgrade chance reduced

    • No longer always heals

  • Economy Booster: [c]300 → 200[/c] credits

  • Fixed multi-overclock only working on summons and not on yourself

  • New Engineer Evolution: Ability Shuffle

  • Fixed Turret Shuffle spawning multiple turrets instead of rerolling

  • Gambling Kit:

    • Higher chance for Epic / Legendary weapons

    • Max recycle stacks capped at 25 (prevents infinite scaling)

  • Fixed Mortar firing without cooldown and clearing content instantly

  • Fixed Surge exceeding 3 and causing issues

  • Fixed Economy Booster exceeding 3 Surge

  • Suspicious SSeth Beholder:

    • Duration: [c]30 → 20s[/c]

    • Evil check interval: [c]4 → 3s[/c]

  • Spider Mines cooldown: [c]30 → 22s[/c]

  • Fixed currency validation issues (Missile Drone)

  • Fixed Metal Storm not correctly checking the cool-down

🔶 Entities

  • Added a concept of Squad formation for entities

    This is currently in testing but already in use for mil-grade attack drones as example. Entities forming around a squad leader try to stay in one of multitude of switchable formations.

  • We now standardized the de-spawning to no longer use negative health regeneration which was technically quite "un-safe". The base summon durations might have increased a bit to compensate but the destruction phases are now more quick, to prevent massive amount of summons but most notably prevent too many damage packets being sent from constant damage ticks.

  • Varied item summons now properly de-spawn after a time which did not have proper duration set

Up next: Our priority right now will stay on stability, UX and polish. Additionally we are working on the new arctic-alternative, and a new boss fight.

Stay tuned!

  • Team FFG

Source

Steam News / 10 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.