In this update15
Full notes
Full SYNTHETIK: Legion Rising update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Fixes
- Events
Hey everyone! Update 25 is here! Initially there was no update at this point planned until "Ultimate" but with the new influx of players we wanted to get something nice out in between the longer downtime. With new hype come a lot of extra changes and improvements so here we go:
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KEY FEATURES:
- Weapon Variant Cards & Rework - Fully explained weapon perks and variants - 1 Life Daily Random Run - Room improvements and some new rooms - Doomba & Riot Medic enemy - Non-host can leave without game ending - New starting item, new Legendary item - Weapon switching with hotkeys - Buffs for all weaker class modules - Armor Mechanic Rework and more! - We are hiring!
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Full Patchnotes:
NEW - Weapon Variant total overhaul!
Weapons now have cool floppy disk style graphics and fully detailed tooltips! In addition many have been reworked or improved.
Cursed Variant:
Now shows a popup when the damage proccs, no longer damage each shot but 5% * curse chance, now also deals bleeding damage on proccing shot based on magsize and curse. Can be pretty powerful but also more damaging the more the curse
Printing Variant:
No longer changes heat, firerate or recoil, so more variants feel like the normal gun
Now is like Standard with 20% longer reloading, 50% less ammo gain and ammo regen
Lightweight Variant:
No longer increases recoil by 10%, and now performs like the Standard variant also
Still does increase movement and cooling speed
Scavenger Variant:
No longer decreases firerate by 10%, now performs like the Standard variant
Magazine size reduction from 35% to 20%, now reduces reload speed by 20%
Now produces less heat to offset the magsize loss
Still does affect magsize and ammo gain
Modular Variant:
No longer decreases firerate by 20%, now performs like the Standard variant
Now gains 20% less ammo instead, still grants double stat upgrades
Military Spec:
Due to many positives and no negative, now reduces movement accuracy
No longer reduces recoil by 15%, now grants 30% First-shot recoil reduction
Prototype:
Now grants 20% headshot damage and deals slightly more damage
Now increases jamming chance
Overclocked:
Now grants more firerate per heat instead of flat 20%
Now grants 50% overheat firerate
Taiga Hunter:
Damage from 30% to 25%
Now grants 25% headshot damage
Relic Variant:
Now shows a popup when the heal proccs, heal improved
NEW - Common Variant: RE-ACTIVE
NEW - Common Variant: KAIDA-ELITE
NEW - Common Variant: CRIT-CHARGED And a bunch of low key changes in multiple variants
NEW - Many weapon perks have enhanced or new synergies with stats! NEW - All weapons perks now have a full tooltip with details!
Quote Shrike: The weapon perk descriptions were initially not implemented to have at least one larger element of mystery but that did not work out so well given everything else is explained and were asked for since launch. It was a larger localization effort but its finally here!
I also took the opportunity to go over a lot of weapon perks and add some additional depth and stat synergies. In addition with the variant tooltips, it feels like a lot of extra depth has been added in my opinion. Not only that, but a good bunch of new weapon perks were added as well!
New Weapon Perks:
Enforcer carbine new perk
Damnation bloodbolt scales with terror level
Twin mill now has perfect movement accuracy
Apollon MG5 now has a new perk
Sour DMR new perk
Auto 945 new perk
Experimental new perk
Impaler new perk
Bren new Perk
Particle cannon new perk
M14T new perk
Scrap Cannon new perk
KSG new perk
Some of these perks may have been already live since last update to a degree
The weapon balance and armor rework notes are at the very bottom!
Ammo Gain character stat
The character ammo gain stat now affects ammo regen by half
The character ammo gain stat now affects various weapon procc effects
The character ammo gain stat now affects no-ammo-cost chances by 1/4th
No-ammo-cost chances are now affected by luck by 1/4th (previously by half)
NEW - 1 Life daily random run!
We added a new challenge run, you can find it in the prestige shop as with the other modes! To unlock the prestige shop, you need to research it in the research menu. It is on top near the game logo when unlocked.
The Daily random run gives a totally random loadout (yes even legendaries!) and 30% bonus experience but you only have one try per day!
New Rooms & Room Alternative Layouts
Some new Rooms have been added, mostly for Green Electro floor (and some generic ones taken out) and a couple rooms have more alternative / rare layouts
General:
Recycling legendary items now grants 1250 credits
Fixed loop debuff resetting all extra max hp to 0 instead of setting total hp to 0.5x (buff in most cases)
Fixed that one room where the area could be closed
Boss chests should no longer be able to spawn on players
It should no longer be possible to be left behind in last defender room due to doors
New players (below class level 5) will only get 2 choices for perks and stat upgrades instead of 3, to overwhelm new players less
Module power bonus from random module is now 15%
Wood chests have a small chance for a legendary and epics now
Metal chests now have a 5% chance for a legendary
Alert chests now have 10% chance for a legendary
There is now a 2% chance to get a metal weapon chest on the first room and 2% higher onwards
There is now a 5% chance to get a metal item chest on the first room
Fixed a bug where item find chance was reduced by weapons found not items found
NEW - Super Sexy'Seth-Up' Suitcase Sentry Starter Item
Not the best item in the world, just a tribute! A portable mini suitcase sentry with 2 charges, can be used as starter by all classes Deals very good damage but is vulnerable and should be protected Enter code /HEYHEY in chat to unlock without spending data
NEW - Legendary Item: High Command (this time maybe for real)
This item is cursed IRL, slipped from drop tables at least 2 times Summons a Red Guard Striker Glider or a Mini Tank if you are lucky! Small chance for something even better..
Item Changes
Beam item damage scaling increased across the board
Shotgun items damage increased
Neutrino bomb area range from 100 to 150, 3>4 explosions
Refractor crystal no longer scales in duration, duration 2.5 > 3
Z1 Shuriken friendly fire 100% > 50%
Poisoned shuriken friendly fire 100% > 50%, damage increased, extra chance from 3 > 5 blades
Living bomb fixed self damage from second explosion
Cloak now gives less extreme dodge chance on recycling
Metal detector fixed - no longer increases damage taken when triggered
Hyperfeed now grants 100 > 90% chance of no ammo cost,
Hyperfeed CD 90 > 80, duration 2.5 > 2.75, now gives fixed 20% ammo gain on recycle
Face melter explosion now scales with upgrade power
M203 damage from 0.65 + 0.35 * power to 1 + 0.35 * power
Orb of iron stun duration from 0.75 to 1.25
Upgradekits now grant 100 extra credits per charge when recycled
Pets
Guardian Pet Item now gains more health and damage per floor similar to turret items
Stinger Pet Item now gains more health and damage per floor
Missile drone now gains more health per floor
Quote Shrike: Varied Class perks and modules have their armor values rebalanced The weaker class modules got some good buffs, which should make module builds much more competitive - the classes themselves are considered in good state
Riotguard battlecry now deals 175% shield damage
Riotguard shield delay is now faster, hp regen slightly reduced
Riotguard insanity challenge battlecry bonus increased by 50%
Riotguard Riotshield ammo gain 35 > 40
Guardian Module Wicked deals less damage when the stun doesn't proc
Guardian Module I-Frame now has 12 second cooldown, duration 1.2 > 2
Guardian Module Recovery now lasts 4 > 5 seconds
Guardian Module Warmup increase from 4 > 3 seconds
Guardian Module Aegis MK5 Platinum shield delay reduction from 50 > 60%
Guardian Module Fortify Position max and starting ammo from 20 > 30%
Guardian Module Shield Overclock shield regeneration from 120 > 150
Guardian Module Into Battle range decreased from 350 to 175, bonus from 10 > 15%
Guardian Module Enrage now lasts double as long when perfect active reloaded
Assassin base dodge chance from 20 > 15
Assassin level 5 perk from 20 > 15 (was a bit extremely good)
Assassin now properly profits from the prestige stat bonus
Assassin Dagger no longer removes your shield
Assassin Dagger damage increased by 100 to push dagger use a bit more
Assassin lv15 credits not gaining will be fixed soon in a fix patch, was found too late
Rogue Module Keeping Distance fire rate increased 20 > 25% (armor rebalanced)
Rogue Module Power Tuning headshot damage from 30 > 35%
Rogue Module Freeze! Damage absorption from 50 > 60%
Rogue Module Keeping Cool shield boost from 100 to 250
Rogue Module Die Hard elite damage from 25 > 30%
Rogue Module Against the odds max hp from 20 > 25%
Rogue Module Blood Borne lifesteal timeframe increased from 1 > 1.5
Sniper laser exploit fixed
Raider Knife buffed slightly in varied areas, mostly damage related (also see armor changes)
Raider Knife minimum stacks now is 100 higher (we are keeping an eye on Blade performance)
Raider now starts with 5 extra dodge chance
Raider Prestige duration increased
Commando Deagle headshot damage bonus 40>50%, damage increased 10%
Commando ammo box now scales in ammo gained for LG2 and buff
Commando Plasma grenade damage scaling from 0.1 > 0.2
Commando Module Specialized Ammo 25% > 35% crit dmg
Commando Module Drone mod fire rate 30>50 RPM
Commando Module Pack A Punch bonus damage 10>15%
Engineer laser heat reduction changed from 30>10 (better with new laser types)
(The new starting item is pretty cool on Engineer)
Demolisher ultra kills now also heal like the triple kills
Demolisher double kills no longer show the “X2” popup twice
Demolisher Resonator charge gain 15s > 12s
Demolisher Core now properly shows run stat upgrades in tooltip
Specialist Module Forged by fire now actually gives the 30% fire rate as intended
Specialist Module Status extender hp threshold fixed, effect increased from 30 > 35%
Specialist Module Chromatic Alloy armor rebalanced to 50 (buffed)
Specialist Module Multiply ammo regen duration from 15 > 20
Specialist Module Overdrive item cooldown speed 20 > 35%
Specialist Module Elemental Power from 25 > 30% in effect duration
Specialist Module Calculated damage bonus from 15 > 25%
Specialist Module Sun Rising now also removes curse on max stack (only you and me know)
Specialist Module Force Unleashed powerup duration bonus from 3 > 4
Sniper and Engi drone now only fire after being infight for 1 seconds instead of instantly
New Enemy: Doomba New Enemy: Riotshield Medic
Striker glider shield 2000 > 3000
Railgun Glider hp 4000 > 6000 (just always dies instantly)
Shotgun Glider damage 0.5 > 0.65 (was affected too much by laser changes)
Incinerator Heavy Infantry damage reduced noticeably
Shield drone shield effect cooldown from 4 > 8s, shield gained from 300 > 500
Jet Boss follow speed 276 > 264, 225 in tactical mode
Server hack fight maximum spawns from 14 to 18, now more difficult based on difficulty
Disco Room channel time in solo from 10 to 7, in tactical it is half the time
Disco Room channel time in coop from 10 to 14, tactical half the time
The room was too hard in solo and often a breeze in coop, and crazy in tactical
Tactical mode player damage increased by 20% (to default value)
Tactical mode Health damage taken decreased 10%, healing per room 700 > 1000
Hyper adrenaline mode now increases damage taken by 2x instead of 3x, same as damage done
Health crates now give health back from Fragile difficulty when below 50 health was lost as well
Controller
There is no longer a 10s window where you can enable the controller at launch with the message that pops up, now always works
Added a setting for controller dead zone adjustment for the sticks
Online Coop
The second player can now leave the game without it ending for the host!
Not directly for this update but in the last weeks:
Switched Server Provider with better Peering improving connectivity
Varied more servers have been added
Other
Fixed a lot of reported issues
Increased sound priority of the headshot sound + some small improvements
Some unlisted changes and improvements as always
Achievements are still planned for Ultimate as promised
Exp should no longer be able to be negative in any case but still looking into it
Double starting loadout bug is fixed for the moment, we think about how to bring the function back with better balancing
Coop AI not attacking / Knife not hitting
Due to a bug, the enemy teams were not properly set, this should all work now
Performance
Added forcing of Dedicaded graphics cards over integrated APUs
Changed / Fixed that enemy and environment hit particles always show above 400 damage and ignore the internal CD = better infight performance
The ring effects in crystal floor no longer draw as decal on low quality setting
Video-Ram footprint was reduced by around 150-250 MB
Online Coop / Networking
If a P2p connection is established, the relay connection will not be closed and used as backup to decrease chances of disconnects or disruptions
Added Australia relay server
(In the time between the Winter update and this update, many server improvements have been made, and better and more servers have been added)
Arena
NEW - When owning Legion Rising, arena weapons now can drop in variants!
Reduced requirement for core defense Arena mode to unlock the other modes
Hopefully improved the exp bug for player 2 situation
Quote Shrike: TLDR: Armor is a little more meaningful depending on damage types, mostly when the"Deflect" difficulty modifier is enabled. You can scroll to weapon changes on bottom if you don't care about the details
Armor Rework & Technology Ruleset Iteration
Armor will be updated to the Synthetik Universe v2 ruleset +-
Armor and Armor-Penetration now ranges from 0 > 100
Armor now absorbs damage equal to the value, 75 armor = 75% less damage
Armor pen now negates armor, 75 armor - 25 ap = 50% damage done
Headshots have additional 15 armor pen
Quote Shrike: What does this accomplish? Previously, enemy armor became irrelevant at higher weapon damage (especially for shotguns) and very hard to judge. Headshots and criticals also just overshadowed armor totally. Now it will perform consistently throughout the game.
While we want to keep the game feeling mostly the same, this will make for a bit stronger dynamics between the weapon and ammo types, with the end goal of having each ammo type have their own role and strength and not just have “assault rifles be the better smgs”
This new system is also far easier to balance and can be easily scaled towards more hard core and soft core values, while the old was near impossible to balance (Tank with 300 armor would leave shotguns useless but snipers wouldnt care at all per example, so higher values than 150 were basically never used, it just didn't work well)
Unarmored enemies are unchanged (most humanoids)
Enemy armor has been adjusted across the board
Some enemies are stronger now, Riotshield Enforcer most notably and Turrets
Non bullet abilities have 30 armor pen by default
Armor piercing ammo and things like Acid ammo are more desirable now
New Armor Values::
Turrets 45-65 Armor (Turrets are buffed, they were rather weak before)
Riotshields 50 Armor
Tanks & Mechanoid Enemies 40-50 Armor
Heavy Infantry 30 Armor
Bosses 30 Armor (Health reduced)
Lighter Gliders 25 Armor
All normal Humanoids 0 Armor
Drones 0 Armor
Most Shielded Enemies 0 Armor
All player armor stats and modules have been rebalanced
Deflect Difficulty Modifier changed:
Deflect now increases armor of all armored units by 15, making the damage types and proper counters more meaningful
Item / General changes:
Items and other things now properly behave within the ruleset
Example: Raider Plasma knife now deals 400 bonus damage per plating, has 100% armor pen but deals 25% damage to shields
Lightning items have 50 armor pen but half shield damage
Laser items deal 50% shield damage and more base damage, 15 armor pen
Some things already worked, like Battlecry having a shield damage bonus as being Fusion tech
Fire now deals 75% damage vs shields, lasts shorter vs armor
Explosions now have 15 AP, damage increased by 10% globally
LONG STORY SHORT
Shotguns, SMGs are better against unarmored targets, worse against armored targets
High caliber weapons are slightly worse against unarmored, but have more advantages now
Turrets are buffed as they were pretty weak most of the time, some weaker enemies were buffed
Abilities and other things are similar to before
Player armor is also changed
Overall the game should feel a little more consistent, a bit more realistic and also more defined in strengths and weaknesses but still very similar
Quote Shrike: Keep in mind that there can be some outliers that are not transferred over well so its important you tell us what you think. This will maybe cause a few issues in the short run but be much better in the long term, but after extensive beta test and a bit of reduction of armor impact it should feel very similar. This is largely an investment in the future.
Damage Type balance due to armor changes:
Small caliber ammo (pistols and smgs) damage increased by 10% (20% close range)
Fusion, Laser and small to medium ballistic ammo damage increased around 10%
Larger calibers armor piercing types base damage reduced by around 10%
Shotgun, coil and nail damage increased by 15%
Explosions now have 15 AP, damage increased by 10% globally
Fire weapon damage highly increased, Fire and bleeding duration are reduced by armor
Fire now deals 75% damage vs shields, lasts shorter vs armor
Acid and radiation is 100% armor piercing
Weapon Balance:
Auto945 time between bursts is 10% faster
Kaida honorary model damage decreased by 2%
Tec9 deviation from 12 > 7, recoil from 7 > 7.5
Fusion Classic 5-7 damage increased by 4%
K9800 improved firing sound, headshot bonus 35 > 50%
Last breath headshot bonus 15>20%
Tri bolt attachment damage decrease reduced
LG2 chargeup delay from 0.7 > 0.6, heat fire rate from 1.5x > 1.65x
Eraser DMG max spread reduced
Gladiator Gatling damage from 1.25 > 1.3, ammo reg delay from 2s to 1.5s
M75 Heavy support damage from 1.85 > 2
Bleeding Hollow Point and Acid Ammo no longer have 5% reduced damage
Burning Laser ammo direct damage 92.5 > 95% of laser damage
Cold fusion ammo no longer has 5% reduced damage
Laser Pistol and Laser Sub firing sounds improved
RPG reload speed 3.5 > 3, damage from 3x to 3.25x, heat from 1.4 to 1.2x
Ballistic crossbow damage from 1.15 to 1.5, reload speed from 1.1 to 1.25s
Auto bolt caster damage increased by 15%, heat reduced
Ion Cannon damage from 1.2 > 1.3 due to plating fix
AEK special elite damage increased by 10%, recoil reworked, -ammo gain +max ammo
AEK special elite now deals 15% additional elite damage
Pressurized impaler damage from 1.8 to 2, recoil control 0.7 > 0.8, deviation from 10 to 7
Spectre damage increased from 0.8 to 0.85 (armor change)
M75 damage increased from 2 > 2.2
Fmg9 Medic damage from 0.725 to 0.75
Coil pistol damage from 0.95 to 1 of coil dmg
X512 base damage increased, homing direction change speed from 100 > 120
Nailgun bleeding nail ammo no longer has 5% reduced damage,Nail ammo no longer has default headshot values, now in line with scatter damage type
A5C Test version hidden teleport upgrade bug fixed
Scrap cannon damage from 1.8 to 2x
Double Barrel damage from 1.6 to 2, improved firing sound
Double Barrel no longer has 2 burst but can single fire, burstfire delay from 0.25 > 0.1
Coop Weapon Attachment sync & weapon projectile proccs issues fixed
New set of sounds for the NEMESIS PROTOTYPE oh yeah, ammo gain 10>12
Mag47 HMG movement inaccuracy 1.5 > 1.75, recoil reset 0.3 > 0.45
Nailgun, Particle cannon, Ripjack not working with hyperfeed fixed
Fixed Ion shots removing more than one plating
Laser cannon now properly breaks stealth
Power tokens for weapons now also adds 5% damage
Quote Shrike: Again please remember that, the soft ballistic, shrapnel, laser, fusion and varied others have had their base damage increased with the armor change, so base damage may have increased PLUS additional increases for certain weapons as stated above (Example: Spectre got higher weapon damage but also the soft ballistic ammo deals more base damage to compensate being weak versus armor)
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We also put the Arena DLC and the 2 Supporter packs in a bundle as it was very confusing to find through the store. All these 3 work for both the full game and the free arena standalone! (Click = Link)
We are also hiring! - https://www.flowfiregames.com/
Game 2 is still on track (don't forget to be in the newsletter!) but we are now expanding the Synthetik team and great things are to come for the Synthetik universe!
Next update on the roadmap is "ULTIMATE" as planned, coming with the console launch, some story elements, better ending, new music, achievements and more! Stay tuned.
Ok thats it! We hope you enjoy. - Team Flow Fire Games
Source
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