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SYNTHETIK ULTIMATE is live!

SYNTHETIK: Legion Rising · Community Announcements · December 16, 2020

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The ULTIMATE EDITION update is now live!
This update includes a lot of new content, enhanced story features, improvements to core gameplay systems and balancing, and much more. Even if you’re played a whole lot already, the Balance changes alone, should shake things up considerably!

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We also finally launched on Switch and Xbox One! (Playstation is TBA) So grab your copy!
XBOX ONE - SWITCH US - SWITCH UK

Remember to be in our newsletter on Synthetikgame.com
to not miss out on our upcoming games! Onto the new features:






NEW - Story Intro scene
NEW - Outtro scene
NEW - Boss Dialogs



We added a new story intro scene which finally explains the backstory a bit, a outtro when beating the new Armageddon room and Bosses sometimes also will have some dialog (Singleplayer only)!







NEW - Armageddon Final Fight
NEW - Armageddon Shard Loop Mechanic



The Last Defender now finally has something to guard; the Armageddon Room.
Face a last onslaught of the Red Guard while trying to override the Heart of Armageddon!

Beating the Last Defender will still count as a win for class challenges, but to get into loop, you will now have to beat the Armageddon Chamber and override the sequence in time before things go dark.

The Armageddon Chamber also Introduces a new mechanic with the Armageddon Shard,
the Shard is introduced for playerd who want the game to end soon and feel like they had enough of their often 40-60minute run. Picking up the Shard will give you strong power but kill you after 3 more rooms, ending the game. Players who want to keep trying in the loop should leave the shard.







NEW - Conveyor Belt Boss Encounter



The Belt room offers a difficult new boss-like challenge, sometimes appearing after the second floor!
Face a dangerous onslaught of enemies on conveyor belts with changing directions!
We will see about further tuning after more player feedback.







NEW - Rare Enemy Squad spawns



Similar to everyone’s favourite loot vacuum cleaner bot or the minitank, rare enemy squads can now spawn in normal rooms in occasions near turrets, usually in squads of 2 or 3, for some extra challenge. Their rank is increased based on difficulty and grant high exp and credits, but can also be avoided if the environment allows it.



These new enemies and squads will spice things up and add some intensity spikes.
Additionally Elite enemies and rare enemies now will show their names so you know
who nuked you out of the game ; P







NEW - Alchemy Synergy Terminal



One big new terminal has been added, the Alchemy shop! It can randomly occur, offering new items with designs based around synergy with other items. This should definitely shake some things up and allow even more crazy builds! A shop will always offer a choice of 3-4 each given time.


Inventor's loot-table




Alchemist's loot-table




Per example, Trapper's Teleporter can spawn your trap items like Bear trap, Psy Field, even C4 and Neutrino bombs on enemies! Nitroglycerine can trigger explosions upon explosions, Shaker grants one charge to all charge based items and more fun awaits!

The alchemy synergy shops have a 15% chance to spawn per room after the first floor, max 2 per run and items cost less than other items of similar rarity. It will always have one of the two loot tables, with around 4 items to choose from.







NEW - Ghetto Blasters



Some new music tracks have been added!
You can now find Ghetto Blasters in-game which play one new music track upon usage:









Some UI improvements have been implemented, most notably the new tooltip, the new enemy names and the new Progress menu will increase polish a nice bit.



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Item Auto Triggers:


Certain items that require button presses now auto trigger on shots when not used for a longer duration. This seems a good solution to keep the manual usage but reduce required micromanagement



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Attachment Update:


Attachments had a balance pass and some new attachments have been added!
Attachment changes are outlined in the balancing section further below.



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Achievements:


A bunch of Steam achievements have been added!
Due to a backend error they seem to not be live yet but will be rolled out in the next day.







NEW - Create, import and share new weapons!


(PC Only) Tons of stats are available to be changed, you can add new sounds and new weapon images
The only thing off limits are some perks the existing weapons have, but even without, there are many variables from our uniquely deep weapon system to play with.

The best part: Making your own weapon is extremely easy, everyone can do it!
It mostly relies on opening a text file and changing some numbers and pressing save,
No convoluted downloads, editors or strange installs. To make a good new weapon you should try to make a new weapon image and at least look for a new firing sound but it is not required.

NEW - Make your own weapons with extreme ease! Anyone can do it!
NEW - Share and download fanmade weapons over our modding channel!
Up to 10 modded weapon slots active simultaneously at the moment
(you can store infinite on your PC of course for easy swapping out)
Locally saved modded weapons of course can’t work in coop.


[https://discord.gg/BP3KeRTufh]


Quick Modding Instructions:



30 second modding tutorial - its that easy!


More instructions can be found inside the weaponbalancing text file.
For an image you can simply put a new .PNG in the folder, same for sounds. It will never get easier than this! It's actually much faster than how we created our own weapons..

Weapon Sound Creation Tips:
Download Audacity for free. Find or make your own sounds like from freesound.org, edit as you like (or don’t), and then export them as .ogg from Audacity and put them in the folder with the correct naming as written in the weapon balancing file.

Weapon Image Creation Tips:
You can download GIMP or Photoshop CS2 for free if you don’t have access for Photoshop, look up a tutorial for cropping, and that is all you need to create weapon images. You can also mix together images from existing Synthetik weapons. Export as 425x125 PNG, and put it in the folder. That's all you need!

Balancing & Cheating:
While making overpowered weapons is briefly fun, give it a try to make something that is cool but balanced within the game and has room to scale up with the upgrades. Picking up a modded weapon right now will skip the new armageddon room and achievements, and give a small increase in terror level, you will see a “Cheat debuff”. More blatantly overpowered weapons will give a stronger “Cheat” debuff with more downsides, so there is more incentive to make something plausible. If the community mostly shares ‘balanced’ weapons, we will consider removing these debuffs but in general this is a complicated and nearly unsolvable issue.

We will keep an eye on what people do with it and adjust accordingly, but don't worry too much about it, have fun!




A firing range mode has been added! Enter by clicking the button next to the game logo in the main menu. You can test your modded weapons or simply try get a good score on the target dummies!

Some weapon shops litter around in the firing range to test tokened weapons or your new
mod creations!







Here begins the Balancing part of Update 26: Ultimate
Many things have been adjusted, overpowered items have been toned down and more things are being made viable. Overall we felt things had been in a good state but will definitely shake up some preconceptions and coupled with the synergy items will allow for even more builds!

Variant Balance:






Attachment Balance:








Weapon Balance:











Item Changes:







Guardian Modules Changes:




Rogue Modules Changes:




Commando Modules Changes:




Specialist Modules Changes:






Classes are generally considered in a good state, as such not many changes are done here.
Demolisher max damage taken from 450 > 600
Breacher Item cooldown reduction (lvl15) reduced 5 > 2.5 as this was more supposed to be a small bonus to the movement speed, not make him an amazing item user in addition to strong damage and tankiness.
Some very minor tweaks and fixes have been done.











Ammo Types & Ammo Types Consistency:


These changes aim to help certain weapons / types but also push a bit forward to the future ammo design for the Franchise

Armor Piercing Technology Type ammo now gains 25 > 50% bonus headshot damage
“Armor Piercing” Ammo variants for 9mm, 5.56 Ballistic Type ammo is being reworked and changed into critical chance ammo, now granting 10% increased critical chance in addition to better unit penetration damage. Renamed “Sharp Tip”
It makes no sense for ammo piercing ammo to exist for non armor piercing ammo, this is more of a leftover and makes things less weird but still not perfect
Keep in mind the Tooltip is not localized yet outside english

Shotgun Laser Ammo and Yellow Laser ammo now has the same penetration as default laser
This is a noticeable buff for Laser shotguns and M75
Plasma ammo now deals 20> 30% shield damage (a 50% increase) and around 8% more damage
Buckshot and Dragons breath deal slightly less enemy penetration damage, 0.5 > 0.4

HiggsHigs Particle cannon ammo now counts as Ion and is changed to Ion effect
This means the base projectile is much stronger but the AOE is noticeably weaker, Ion weapons are intended as heavy armor piercing single target nukes and should not overlap with the role of explosive by having perfect AOE with no falloff and downsides. Particle cannon was also just great at everything

Dumbfire missiles now deal 25% more damage than other missiles to make them a potential alternative
Psyonic ammo now has basic 15 armor pen

Acid ammo now only loses 50 > 35% damage on the acid proccs
(other shots are normal - Acid arrows still work differently)
Acid damage increased by around 200%
Acid was too weak given its very slow timing, but now it should have a role in niche situations on high health enemies, especially given it is very easy to keep it running, allowing even weapon switching in between



Negative Status effects:





Gameplay:





Languages:




Engine Upgrade, Bugfixes & Bugs




Many bugs have been fixed but to fix the notorious coop desync issue that plagued the last update,
we had to upgrade the engine to a newer version, which changed a lot of things and introduced a lot of new issues, effectively delaying Ultimate by months. The coop desync seems to still appear rarely, and we are watching closely what is happening now. Bugfix patches will follow in the coming days as needed for the issues which were left after the beta test.




▶ Watch on YouTube



As some of you have already heard, U26-Ultimate is our final content patch for Synthetik and now available on multiple platforms.

It has been an almost to the day 6 years journey for Taro and me (Shrike) and we are incredibly proud of our first game. When we started working on Synthetik we mainly just wanted to make a cool game for ourselves and our friends. That it could grow into such a big game with such a supportive and passionate community is beyond our wildest dreams.
So allow us again to thank you again for your support!

Between U25 and U26 we have upgraded the Game Engine twice.
Game seems to be in a good shape now but it has grown immensly over the years.
It spans about 400k lines of code and many thousand different objects interacting with each other.
So as you can immagine changing anything in the project causes issues all over the place.
However, we still had a lot of ideas that we definitely wanted to fit into the game so we have worked for months to make this final, ultimative update for Synthetik, finally adressing some big oversights like the lacking Story elements.

During the 2 weeks Beta a lot of issues have already been resolved but we expect to deliver more quick fix updates during the comming days. The game now automatically uploads crashlogs on PC when you start the game again after an issue so posting crashlogs is a thing of the past now.
However if you experience unexpected issues please post them in the bugs channel on our discord or
on the Steam forums.


We hope you are also excited about Ultimate and we hope to have you on board for what comes next!

Shrike & Taro & the FFG Team
www.synthetikgame.com




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