SYNTHETIK: Legion Rising

Update 25 - INTEL

Flow Fire Games

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!

#Discussions_QuoteBlock_Author

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

#Discussions_QuoteBlock_Author

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

#Discussions_QuoteBlock_Author

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

#Discussions_QuoteBlock_Author

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…

This announcement was originally published by Flow Fire Games on Steam on Mar 11, 2020.

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