SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades. Can you defeat the Heart of Armageddon?
[img]{STEAM_CLAN_IMAGE}/31930404/c8cb59825376aafef217aad2a97c59884d05d040.png[/img]
Hey everyone!
Although we planned doing one super large update for the console release, we did not want to keep new things away for so long. This update has a focus on balancing and health of the gameplay systems, many things have been buffed or changed! Here we go:
[h1]TLDR:[/h1]
[list][h1][*] Overhauled Damage Types Ruleset (Check Weapon menus)
[*] Tons of Weapon Balance changes (Clear your preconceptions!)
[*] Enemy, Item, Class Balance (Demo rework, Raider Core)
[*] Random Module (Press RMB on a module)
[*] Improved Controller Support & Performance
[*] Improved 'Loop' with more Floors
[*] Many General and UI improvements
[*] New Plasma Shotgun, Tec9 Pistol & New Legendary Item
[*] Extra Mouse button support
[/h1][/list]
[img]{STEAM_CLAN_IMAGE}/31930404/763e50a8d79f789f1e4993ee5cc911aaf211cfda.png[/img]
[b]The Synthetik Ruleset V2:
NEW[/b] - Weapon technologies are now shown and explained with icon and tooltip
in your weapon inspect menu (Press X ingame)
[img]{STEAM_CLAN_IMAGE}/31930404/60ec342a8f9f170847685e9bd5baddfb4f839335.png[/img]
[quote=Shrike]
[i]Shrike:[/i]
[b]TLDR: We are updating damage types to fit our new technology ruleset.
This means some damage types change, most a little, some more. [/b]
After years of development, post-launch updates and thinking about the future of the underlying designs and ideas, an ever more optimal ruleset is crystalizing. What once started with “A plasma weapon would be nice” now turns into more and more strongly defined technologies, and will be kept and updated like a Pen&Paper rulebook for the Synthetik Universe.
After reflecting on the future of the Universe, it is now becoming very clear what Laser, Fusion, Plasma, Ballistic, Psyonic, Curse and the other types will become. Like a deep Spider web of connections, tons of factors (which Factions use which Tech, to Class associations, Logical behaviour, Player expectations, Physics, even down to colors and faction color schemes, planning for two games in advance) influence and dictate what which tech should and shouldn’t do. Over time the “Puzzle” becomes more and more complete, revealing the most optimal design, and also show how some current designs clash with new revelations.
You will see much more complex interactions and synergies / counters in the future of the Universe, which will also keep things logical and consistent visually, design and in the world, but today we try to update the content of Synthetik to be close to these ideas.[/quote]
[img]{STEAM_CLAN_IMAGE}/31930404/ae7162d2879b8fc86a3c1b1cc8568a4deca9f2e0.png[/img] [b]FUSION TECHNOLOGY / SHIELDS[/b]
[list][*]All Classes: Base Shield increased by 200
[*]All Classes: Base Shield Delay from 2.25 to 2.6-3.0 based on difficulty
[*]All Classes: Base Shield Regen from 120 to 200
[quote = Shrike]This is intended to give a bigger window to react to your shield health and make it a bit more tactical, with also greater down time and window of vulnerability. All in all, balance should be very similar but you will need to watch out for your shields more or it will be more punishing! Previously keeping up shields were often an after-thought and regenerated quickly without paying real attention, this will make things a bit more deliberate
[/quote]
[*] As Shields logically absorb shots mid-air, headshots and critical area hits are illogical
[*] Shields now prevent critical strikes and headshots, which makes sense given their new strength against ranged weapons and weakness against close ranged burst
[*] The criticals and headshots still count for statistics and perks etc.
[*] Fusion Tech powers shields and chrono tech, as such
[*] All fusion weapons will now provide some shield related benefits
[*] Fusion ammo will react strongly upon fusion shields, now dealing 200% shield damage
[*] Chrono trooper enemies will also get fusion weapons as conclusion
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/8e2b44bb13966f2f8d0a7e499e3812094f58f9c3.png[/img] [b]LASER TECHNOLOGY[/b]
[list][*] Lasers now take away one extra plating
[*] Laser weapons now only deal 50% damage on shields
[*] Laser weapons will no longer provide shield bonuses
[*] Laser weapons now will all increase firerate based on heat (P9000 inversed)
[*] All laser weapons firerate reduced by 30% and gain 80% heat based firerate +-
[*] Laser weapons now have accuracy based entirely on heat
[*]finalaccuracy = totalspreadminimum + (((heat - heatminimum) / 100) * totalspreadmaximum)
[*] Laser weapons now don’t have the slower cooling when below 30 heat all weapons have
[*] Laser weapons now often have Hi-Powered first / last shot perks
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/4127cafc2584584448a49955d798c9618f26305d.png[/img] [img]{STEAM_CLAN_IMAGE}/31930404/0231f3bf66f6c336cc546d74128c5a80fd108286.png[/img] [img]{STEAM_CLAN_IMAGE}/31930404/c5ae163da0efec32cd985ad6b9178be8c006ea16.png[/img] [img]{STEAM_CLAN_IMAGE}/31930404/12f85a874c4e0a568436db4f3e8f31e3243ba0f2.png[/img] [b]BALLISTIC TECHNOLOGY[/b]
[list]Basic Ballistic type weapons are now categorized in 4 Techs based on their physical
size and armor piercing capabilities:
[*][b]>Ballistic Scatter[/b] (Shotgun 12g, Split shot, Nails, Coils)
[*][b]>Ballistic[/b] (9mm, 5.57mm, 7.62mm)
[*][b]>Ballistic AP Armor Piercing[/b] (4.75mm, 8.8mm, Sawblades, Arrows)
[*][b]>Ballistic AM Anti Material[/b] (12.7mm, 14.4mm)
[*] Ballistic Shrapnel types will now be a counter to shields with high shield bonus damage
[*] Ballistic ammo armor pen set to 25 (minimal change)
[*] Ballistic AP / AM ammo now consistently deals 25% less shield damage and more HS dmg
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/65e60611766a2a409d04b43c0e3cdee7e89f48cb.png[/img] [b]FIRE[/b]
[list][*] Fire no longer is applied when shields are up (enemies and player) still ignores plating
[*] Headshots with fire weapons apply 50% stronger burning
[*] Fire weapon damage increased
[*] Base Damage cap from 350 to 400 per second (Same for Acid)
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/e7808e376cee2bbe5aa6814e9486a5719c424e25.png[/img] [b]EXPLOSIVES[/b]
[list][*] New Explosive critical strikes!
[*] Missiles can now critically strike, showing a black trail and having a critical sound when fired
[*] Impact and Bouncing Launcher grenade Explosions now also can critically strike
[*] Annihilator and Particle cannon Explosions now also critically strike
[*] Heavy Flak Cannon and Seismic Resonator Explosions can now critically strike
[*] Explosion Criticals gain 50% of critical strike damage (250% crit damage = 175% Damage)
[*] Explosion Criticals increase range very slightly
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/4df2aa8fd235baf04702df103531d5b9e61baaab.png[/img] [b]ION TECHNOLOGY[/b]
[list][*] Ion projectiles now gain more power upon absorbing target mass:
[*] Ion deals bonus damage for every armor the target has
[*] Ion now has 125% exponential penetration (previously 100%)
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/297ba5f7c3dbaf6f94cb941b8658f9223d9ef803.png[/img] [b]PLASMA TECHNOLOGY[/b]
[list][*] Plasma now melts together all plating for significant bonus damage per plating
[*] Plasma is now always green plasma, no longer blue
[*] Plasma weapons now have high minimum heat and deal more damage
[/list]
[b]Bleeding [/b]
[list][*] Bleeding is no longer applied when shields are up for enemies and player
[*] Headshots with bleeding ammunitions apply 50% stronger bleeding
[*] Base Damage cap from 250 to 300 per second
[/list]
[b]Acid[/b]
[list][*] Headshots with bleeding ammunitions apply 50% stronger Acid
[*] Base Damage cap from 350 to 400 per second
[/list]
[b]Damagetext:[/b]
[list][*] Damage on shield now shows proper shield damage not base damage
[*] Critical strikes no longer show through shields
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/8bb46cb147c89b96f783c7851dcb4c06d456ed19.png[/img]
[h1]Sniper / Marksman Rifles:[/h1]
[list][*] Ballistic Crossbow - Stacking Damage Perk fixed and works now - Happy hunting!
[*] Ballistic Crossbow - Headshot damage increased by 25%
[*] Yoko Lagann - Headshot damage increased by 25%, no longer counts as special weapon
[*] Lynx Evo - Headshot damage increased by 25%, base damage reduced by 5%
[*] AN-94 Deathstalker - Gains accuracy 20% faster, ammo from 24 > 22
[*] Sour DMR headshot damage increased by 10% and firerate increased
[*] Intervention / Sniperdragon 360 noscope bonus from 2.2x to 2.75x damage
[*] Intervention / Sniperdragon now has a headshot bonus of 25%, critchance from 5 > 8%
[*] Intervention / Sniperdragon now uses heat based recoil and accuracy as all laser weapons
[/list]
[b]Twin Mill MK2[/b]
[list][*] Twin Mill damage 1.4x > 1.45x, headshot damage from 10% bonus to 25% bonus
[*] Twin Mill accuracy reset slightly improved
[*] Serious bug fixed: No longer gain the boss accuracy upgrade every room,
[*] no longer loses firerate per upgrade
[*] Twin Mill now gains 15% bonus damage per boss room in addition to -3 recoil and max recoil[/list]
[b]Eraser Laser DMR[/b]
[list][*] Now Epic rarity - Headshot damage increased by 30%
[*] Now uses heat based firerate and accuracy as all laser weapons
[*] Now has an Hi-Powered first shot[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/4112ff74025f798bd05b4e7b145b5c5e2c4e4aae.png[/img]
[b]Nemesis Prototype:[/b]
[list][*] Now has 0.5% lifesteal + 2% after a headshot for 0.25s (so for the rest of the travel time)
[*] Nemesis 14.4 ammo in general damage baseline 950>1150
[*] N. Steel Core - ammo headshot damage increased by 25%
[*] N. Sabot ammo - gains 2x > 3x boss damage, now 50% more turret damage
[*] N. Kraken ammo - poison damage increased to poison damage cap, now only 25% Friendly fire
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/86bce92de3906d6ac7cf946a3eb9f8b3baeed7f1.png[/img]
[b]Human Model 9800K[/b]
[list][*] 9800K headshot damage increased by 15%, new blue anoxided ‘fusion’ skin
[*] 9800K now also gains 2 ammo from triple hits
[*] 9800K now grants passive shield regeneration when in inventory
[/list]
[b]M75 Heavy Support (Supporter Pack)[/b]
[list][*] M75 Heavy Support now has a 3 shot burst and 3 magsize, damage from 2.5x to 2x
[*] M75 Heavy Support Boss damage 1.25x > 2x (same as all other Heavy Sniper rifles)
[*] M75 Standing perk now also grants shield regen to make it more viable in the small niche
[/list]
[b]Liandri Railgun[/b]
[list][*] Railgun ammo / Power Array from 800 to 850 and now deals 50% more headshot damage
[*] Railgun ammo gain reduced from 25 to 15
[*] Railgun now counts as heavy sniper and will get double damage upgrades from Kits as such
[*] Railgun has a new preview model
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/2c85154c83e20577a78c81a88928eae71de3945b.png[/img]
[b]ION Cannon[/b]
[list][*] Ion ammo now deals 750 > 800 base damage
[*] Ion ammo now melt all target plating to plasma, dealing 400 bonus damage per plating
[*] Ion ammo now deals 25% increased headshot damage
[*] The weapon now has a very slight chargeup delay
[*] Ammo gain and max ammo reduced
[/list]
[b]Ripjack[/b]
[list][*] Sawblade & Ultra Sawblade bleeding duration from 2s to 3s (still deals 150/350 per tick)
[*] This will improve bleeding uptime and increase damage output
[/list]
[h1]Assault Rifles / SMGs[/h1]
[list][*] Burst plus variants for SMGs now give +3 burst similar to LMGs
[*] AKSU critical strike buff now requires 6>5 kills, now grants 20>10% critical strike chance
[*] for 5s > 12s (stacking, so try to get those killstreaks running!) (requires 7 kills in coop)
[*] AKSU recoil now ramps up slowly but also decreases slowly
[*] Sturmgewehr 44 ammo gained 64 > 50 due being a bit too good all round
[*] M16 A3 grenade launcher internal cooldown from 1.5 to 1s (for hyperfeed / ammo procs etc)
[*] Apollon MG5 damage 1x > 1.05x
[*] Tactical observer fires slightly faster by default, gains slightly less firerate over time
[*] Object 29 firerate increased
[*] Chaos Launcher heat from 0.8x to 0.7x, movement spread from 1x to 0.5x (as other smgs)
[*] AMD 65 recoil and recoil reset slowed down for better control
[*] Vector damage from 0.8x to 0.85x
[*] Enforcer Carbine movement accuracy improved from 0.8 to 0.65
[*] Enforcer Carbine now grants 100 Max Shield when held
[*] Damnation recoil reduced and slowed down, fixed projectiles not spawning
[*] Auto Boltcaster now has 10% double shot chance, heat from 0.9x to 0.85x
[*] Medic ACR-X no longer reduces healing in loop when dropped
[*] Medic ACR-X no longer grants 6 hp regen, now grants stimpack on healing, 6s / 20s cd
[*] Scar Laser Socom now uses heat based accuracy, also gains heat firerate as all lasers
[*] Scar Laser Socom now uses automatic burst, has a Hi-Powered last shot
[*] LS Laser Sub now uses heat based accuracy, also gains heat firerate as all lasers
[*] LS Laser Sub now has a Hi-Powered last shot
[*] P9000 inverse heat firerate increased, heat increased, now uses heat based accuracy
[*] Nail gun now also profits from the increased shield damage of scatter types
[/list]
[h1]Shotguns:[/h1]
NEW Epic Plasma Shotgun - [b]PSG 'Emerald Sword'[/b]
[img]{STEAM_CLAN_IMAGE}/31930404/4f5cb64cbff0cd3a0b31bbf65d8977a827497763.png[/img]
[b]AA12 Battle Hymn[/b][list]
[*] Damage Increased from 1.2x to 1.4x of shotgun ammo
[*] Now uses laser ammo (Heat unchanged)
[*] Now also grants 25% increased critical damage
[*] Ammo gain 20 > 30, Max ammo 40 > 48
[*] Unyielding Burst perk now enabled again for testing, makes the weapon fire a salvo to shred large groups instead of full-auto, but if people don’t like the changes, we maybe revert it, but it does feel brutal.. Its intended more as a power weapon with more situational group clearing use, not intended to be the best shotgun per se in any situation
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/89ff4af19fd06f2a259aa8e0c2bc45f721b1b9e5.png[/img]
[b]Raptor Laser Shotgun:[/b]
[list][*] Damage and Heat strongly increased, base firerate and ammo gain reduced
[*] Fully charged ‘Slow Start’ perk now grants much more firerate, also more heat and damage
[*] New - Now also has access to burning laser ammo
[*] (Now has a stronger niche as a very high powered weapon but very limited by heat and ammo)
[*] Now also uses heat based accuracy as all lasers
[*]
[*] Viciator Ultra - Firerate slightly increased
[*] KSG 2000 - Accuracy, damage and firerate all very slightly increased
[*] Other shotguns deemed working very well
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/7dd37a5ab1ba6e4832358a705883aedf1d31e7ba.png[/img]
[h1]Explosive Weapons:[/h1]
[list]All Explosive weapons can critically strike as explained in the Explosive section above.
[*] Heavy Flak Cannon - Criticals now also create a demo resonator target, Recoil increased
[*] M79 Terminator - Damage increased from 2 to 2.2 explosion damage, max ammo 9 > 7
[*] Ares Grenade Launcher - Damage from 1.3x to 1.4x
[*] Ares Grenade Launcher - Upgrade perk now grants +0.4x damage, 4 max, 4 ammo gain
[*] Particle cannon damage increased by 35%, ammo gain decreased from 18 > 10
[*] ANH Annihilator damage increased by 50%, ammo gain from 20 > 10
[*] RPG Heat from 1.5x to 1.4x, ammo gain 5 > 4
[*] RPG now also reloads 4 ammo on room change
[*] M32 Heat from 1.2 to 1.1x
[/list]
[h1]Flame Weapons:[/h1]
[list][*] Fireball Cannon initial damage from 200 > 250, Now also grants 40 Armor
[*] Flamethrower initial damage from 150 > 200, Maximum health bonus 200 > 250
[*] Flamethrower renamed to Flametongue given the implementation of the flame effect
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/a7a6b4a50b1bc709b67130c7ce278c28ec076849.png[/img]
[b]Mjolnir Chain Lightning:[/b]
[list][*] Damage increased from 1400-1600 to 1800-2200
[*] Added 5% chance for a powershot, dealing double damage
[*] No ammo cost chance form 10% to 5%
[*] Magsize 5 > 4, Max ammo 15 > 10, Ammo pickup 5 > 4 (Engineer still gets his bonus)
[*] Now consumes entire shield instead of half when shot, and 0 > 0.3s delay of shield regen
[*] Lights now flicker when firing and improved shake effect
[/list]
[h1]Light Machine Guns:[/h1]
[list][*] Armageddon MG42, hp loss now reduced with healing debuffs, max recoil 40>38
[*] RPK deviation from 6 to 15, maximum recoil from 45 to 25, movement accuracy increased a lot
[*] Mag47 HMG heat firerate bonus from 0.5 > 0.6, overheat bonus from 1.5 to 1.6
[*] Apollon LMG now grants 25% faster shield regen delay
[/list]
[b]Gladiator Gatling[/b]
[list][*] Now also has the same perk as AKSU at longer duration
[*] Ammo regen from 1.35 to 1.5
[*] Damage from 1.05x to 1.25x
[*] Recoil reworked to be much slower up and down
[*] Firerate slightly increased
[*] Chargeup time from 1 to 1.3s
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/5c41d603bafb2de1d6a04bd7104b5b450ecd5c23.png[/img]
[b]X512 Experimental[/b]
[list][*] X512 Experimental needles damage range from 250-500 to 350-750
[*] Now has a chance to crit, although stays as white numbers
[*] (due to technically being missiles not bullets which can not crit)
[*] Now has significantly less ammo
[*] Now has a chance for a double tap (instantly refreshing firerate of the next shot on shots)
[*] Given this weapon has a low skill cap and can feel monotonous, it is now more of a power weapon, than something you just use all the time
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/dea851bd807c5e3aa32cb4b58c5a0ff3970ee928.png[/img]
[b]SS58 Plasma charger[/b]
[list][*] Plasma projectiles changed to green to fit the technology
[*] Accuracy and damage increased
[*] Now melts together all target plating for 300 bonus damage per plating
[*] Now has 50 minimum heat and produces less heat
[/list]
[h1]Pistols / Handguns[/h1]
NEW Starter [b]Weapon - Tec 9[/b]
[i]You can get the Tec9 for free by entering our newsletter! (Don't worry no spam!)
Mails may be sent out a bit later than the update[/i]
[img]{STEAM_CLAN_IMAGE}/31930404/96e0a5c5a6265be069809c905d73d952f7f34f7a.png[/img]
[list][*] Laser Pistol and Heavy laser pistol now use heat firerate and heat accuracy
[*] Heavy Laser Pisol now has a Hi-Power first shot, slower reload
[*] Infinite repeater reworked to 5-7 Fusion Classic
[*] Varied Handguns first/last shot perk changed to critical shot
[*] Last Breath Revolver heat from 0.85 > 0.75 of default
[*] Laser Cannon max ammo from 50 to 45, firerate reduced by 10%
[*] Titanium Deagle now also unlocks with the arena supper pack
[/list]
------------------------------------------------------------------------------------------------
[h1]Weapon Mechanics[/h1]
[b]NEW Mechanic - Status Effect Headshots [/b]
For Acid / Stun / Slow / Fire / Bleeding / Radiation Ammunitions
Headshots with such ammunitions apply for 50% longer!
[b]NEW Mechanic: First shot recoil[/b]
All weapons now have 10% reduced deviation & recoil upon the first shot (resets after not firing for a time, about equivalent to another potential shot would take), rewarding tap firing more
[b]Mechanics: Headshots[/b]
Each Floor completed increases global headshot damage by 10% to make headshots more viable late game
[img]{STEAM_CLAN_IMAGE}/31930404/eb09dcf1722d2278335935542ef9f15bac21f113.png[/img]
[h1]Boss changes[/h1]
[list][*] X57 now spawns a missile drone in addition on higher difficulties (above 150%)
[*] Raptor Jet now continually spawns in workerbots from the hangar to help the jet (above 140%)
[*] Disco Room spawn rate slowed down (12 > 14s)
[*] Dual Tanks in Last Defender room now spawn in higher rank on higher difficulty (150/200%)
[*] Special vehicle spawns also spawn on higher ranks on higher difficulty (150/200%)
[*] APC room polished up a bit, now only gains 5 plating in single player on loot drops
[/list]
[h1]Enemy changes[/h1]
[list][*] Enemies now disengage after 4 seconds of lacking LOS instead of 15 seconds
[*] All enemies now have 1 less plating in the very first room
[*] Rank 1 and Rank 2 enemies now get their hp and shield scaling after the rank scaling
[*] (this previously was a mistake and made rank 1 shields not scale - Rank 2 enemies will also have more health which was a planned change either way)
[*] Ballbot speed scales less with difficulty (0.5x > 0.25x)
[*] Hovertank 808 deals far more damage and has a large shield (didn’t do much before)
[*] Saturn 5 Heavy Tank & Madness Accelerator Flak Tank now deals 20% more damage
[*] AlarmBots now spawn higher ranked Chrono troopers based on difficulty
[*] Railgun Glider now does the same 5 burst as the Railgun - monkaS
[*] Minitank in Elite now fires Annihilator ammo
[*] Arena masters now give more experience and have minimally more health
[*] Headhunter hp now scales with difficulty as they were a bit weak
[*]Turrets now have 150 + 25 * floor - Armor as they are usually destroyed way too quickly,
[*] and to better balance hard hitting weapons vs fast firing weapons
[/list]
[quote = Shrike] Overall these changes aim to counteract power creep and the new technology upgrades a bit making ranks and turrets harder, making some enemies less useless and ballbots less harsh
And giving better scaling challenge for higher difficulties without affecting the lower ones
(Keep in mind that the Shield change might make the game more difficult if you play the exact same as before, it takes a bit more attention to the shield as before)[/quote]
[img]{STEAM_CLAN_IMAGE}/31930404/1bd847faacc659984452365bae36a9b1f5cb68a4.png[/img]
[h1]The Loop:[/h1]
NEW - The loop no longer skips to the end boss after the first floor, the next floors should now follow! Let us know what you think!
[h1]UI:[/h1]
[list][*] Added ammo and health icons when outfight (mostly for new players)
[*] Stat selection popup now shows golden for stats with 150% power
[*] Daily exp buff now shows the duration in the tooltip
[*] Shield removal debuff now stacks instead of adding new entities of the buff
[*] Weapon perk text now uses a smaller font on non-english/korean/chinese localization, as all other languages often are too long and go outside the screen
[*] Grenades now show a key prompt when the marker is active
[*] Elite enemies now have larger health bars
[*] Damage number size now scales a bit down with progress in the run
[*] New - Stat screen: Added tooltips over the stat images showing more stats
[*] New - Stat screen: Added alternative background on “wins”
[*] New - Stat screen: Difficulty % is now shown
[*]Stat screen: Score is now experience * rating instead of experience * accuracy
[/list]
[h1]Upgradekits & Perk Kit changes[/h1]
[list]
[*] NEW - [b]Random Module[/b]
[*] The default module (right click to remove your current module) is no longer “empty slot” but
[*] Random Module. With it selected, you will find random modules in the game instead, and all module drops have higher power.
[/list]
[quote=Shrike]
This is a new alternative way to play with modules as we think It's a bit overwhelming with 2 modules at the start and feel that players (as ourselves) often don’t pay attention to them when starting. It feels more natural to select them mid-game.
> RIGHT CLICK TO RESET A MODULE TO THE RANDOM MODULE!
[/quote]
[list]
[*] Perk kits now drop less from bosses but always have 150% power to reduce buff bloat
[*] Perk kits still have a chance of higher power, and a new super rare chance to be super strong
[*] Perk kits now give all class perks from chest and perk cores for the class (makes more sense)
[*] (Weapon Stat Upgrades no longer show as rank icons, as these are used for the rarity levels to reduce confusion and learning curve, but still show in Deathstatistics)
[/list]
[quote=Shrike]
TLDR: More upgradekits, less but more powerful perk kits, small chance for super perk power
Upgradekit random bonus chance from 0.5% to 1% (means higher chance to get a bonus kit)
Upgradekits now always drop from bosses if no perk kit has dropped
[/quote]
[img]{STEAM_CLAN_IMAGE}/31930404/f40b03a5450f603e54419908eca3be053eb35f96.png[/img]
[h1]Class Changes[/h1]
[list][*] Riotguard Viking Shield firerate and damage increased slightly
[*] Defense of Shield changed:
[*] From 30 armor when carried / 100 armor & 15% damage resistance when wielded
[*] To 30 armor + 10% dmg resi when carried / 60 armor & 20% dmg resi when wielded
[*] (Makes it a little less strong vs low damage and better versus high damage, and better when in backpack + easier to understand; simply double effect when wielded)
[*] Riotshield speed loss from 125 to 100, Riotguard core speed loss from 40 to 65
[*] Breacher level 5 hp regen benefit reduced, critchance increased
[*] Assassin Insanity challenge bonus now grants a small speed bonus so you do not get hit from people shooting the bonus thing
[*] Evasive maneuvers can no longer give ammo to empty weapons, making the reload bug
[*] Sniper Targetlaser is more powerful on controller
[*] Sniper doesn't gain lower shields in coop to offset the reduced headshots in coop
[*] Shadow Dance new icon and should no longer remove dodge?
[*] Heavy Gunner now has less weapon heat and takes 30% less overheat damage
[*] but also 10% less accuracy to make him more heavy gunner-y
[*] Charge perk changed to a defensive perk due to giving too much DPS for a non core perk
[*] Pack A Punch no longer affects LG-2
[*] Raider core reworked and level 0 swapped around
[*] Raider lvl 5 now also improves burstfire delay by 15% (time between bursts)
[*] Raider lvl 10 chest buff reduced effect in boss rooms
[*] Raider lvl 20 credits gain from 60 dogtags nerfed (pretty op given you also get 2 kits)
[*] Raider Dogtags now vanish over time (around the same time as powerups) to reward infight pickup more
[*] The old core was pretty awkward and the theme was a bit all over the place, now raider is a bit more focussed on the looting
[*] Plasma Grenade now increases in damage with upgrades
[*] Injection now deals 15>5% max hp damage but takes down shields for longer
[*] Demolisher core perk reworked, old perk is semi-moved to level 5
[*] Demolisher explosive ammo (new core) now has a explosive sound on bullet destruction
[*] Demolisher now has 25% less headshot damage over default (in line with Engineer)
[*] Demolisher level 0 now regens 50 more shield per second on launchers
[*] (Demolisher weapons overall deal noticeably more damage - See weapon notes)
[*] Refresher removed from starting selection due to it being more of a mid-run synergy item that is rarely used at the start and is now in the alchemy shop
[*] Fixed Engineer auto overclocker visuals not showing on coop partner in coop
[/list]
[h1]Class Item changes[/h1]
[list][*]Raider Knife minimum stacks buffed from fixed 200 to 100 + (50 * Rooms cleared)
[*] (Means 200 bonus per floor)
[*] Raider Knife now grants a dogtag on critical hit kill (didn’t work before)
[*] Hard Light cover shield refresh range from 100 > 125, shield per second 150>175
[*] Plasma Grenade now increases in damage with upgrades
[*] Injection now deals 15>5% max hp damage but takes down shields for longer
[*] Special ammo supply now also reduces weapon heat by 25%
[*] Road flare now states that it deals burning damage to enemies walking over
[*] Road flare fire damage now scales with item power
[*] Helsing power bolt now deals 75% bonus damage to bosses and 25% to elites
[*] Flash grenade damage cap raised 1000 > 2000 (remember it has a giant range)
[*] Smoke grenade reworked - no longer reduces recoil and cooldowns, now grants 50% longer invincible frames after getting hit, and now refreshes dash cooldown on activation
[*] Demolisher Resonator explosions now gain 10% more intensity per boss kill
[*] Fixed Acid grenade reducing to 100 range after the first tick
[*] Missile drone health increased,
[*] Missile drone now gains 10% damage per recycled item
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/05e6a7a92275acb9767ba7e5ba5fb059a67fd276.png[/img]
NEW -[b] Legendary Item - High Command[/b]
Can summon a Redguard Striker Glider or something even Better!
[img]{STEAM_CLAN_IMAGE}/31930404/2e8de5edeb43a3d34921c7886b9a0eb7307bad7b.png[/img]
[list][*]Reality ripper damage from 200 + 200 * power to 250 + 250 * power
[*] Airhorn now has a single buff containing both stats, now properly affected by luck
[*] Healing crystal upgrade scaling nerfed as hp regen is very valuable and it was overtuned
[*] Metal Detector now works on ground laser spikes, spike, chainmine and electro traps
[*] Metal Detector tooltip and active effect improved and added scaling
[*] Magnum base shots from 6 > 5
[*] Living bomb cooldown 15 > 30s, max health damage scaling doubled
[*] Heatsink now autofires when heat is over 80, making overheating impossible when ready
[*] Mind control controlled unit health and hp reg now scales with the item power
[*] Sniper sentry turret damage increased by 100%, firerate lowered, cooldown increased by 50%
[*] Sniper sentry turret bug fixed, now properly lasts 25 seconds instead of 10 (given no dmg taken)
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/21496d6d8f2af9feadf22f5538a97494bd8696e9.png[/img]
[h1]Performance[/h1]
[list][*] The game should no longer have occasional hard lags at the start of the mission
[*] All textures are now loaded at the start
[*] Fixed ugly lines in the ground
[*] Improved overall performance (now it's nearly as good as it possibly can get)
[*]
[/list]
[h1]Controller Improvements[/h1]
[list][*] Improved aim assist
[*] Weapon switching is now at Y/Triangle instead of A like for most games
[*] Character and Weapon menu now open at the same time and don’t glitch
[*] Added button icons for PS4 (Xbox and Switch)
[*] Added function to instantly start the game in main menu
[*] Added bumper control to navigate the menus
[*] Added quitting menus with B/O etc and select
[*] Pause/Settings now quit and open as expected
[*] Selecting attachments or stat upgrades no longer triggers the item at A/X
[*] Weapon and Item database now can be controlled properly
[*] Volume slider now works properly and does not glitch out
[*] Items now show a tooltip when dropped and updated tooltip for controls
[*] Many other small changes
[/list]
[h1]Extra Mouse Button Support[/h1]
[list][*] The engine does not support extra mouse buttons but we found a workaround![/lis
[b]Backups[/b]
[list][*] It should now be near impossible to lose progress on crashes
[*] Added a new security that loads a new temporary save in case it gets lost
[*] Regardless, the second Daily Backup (2 days prior) now also saves properly
[*] So it should be hyper safe now, (unless you let someone else play on his steam account on your PC for a bit longer period)
[*] Added a new alternative buffer based saving system for consoles / performance
[/list]
[b]Arena:[/b]
[list][*] Changed Platinum for Survival mode to 80
[*] Added new message for reaching 80
[/list]
[b]Tactical Mode:[/b]
[list][*] You now start with your class core item instead of a class loadout item
[*] If you play solo, you also get to keep the first class loadout item
[*] Added stun mines to potential loadout
[/list]
[b]Other:[/b]
[list][*] French now starts with a AZERZY layout for movement
[*] Timeless Apollon should no longer be destroyed from timed massacre quest
[*] Massacre quest can now either spawn MG5, HMG, or Flamethrower
[*] Both Eject and Reload now start with Space as alternate keybinding
[*] Some settings that were little useful were removed for clarity of the menu
[/list]
[b]Terror Level / Experience P2 Fix:[/b]
[list][*] Fixed multiple cases (especially in Arena) where Terrorlevel was Not synced for Players, giving player 2 far lower terror level (while still spawning enemies based on host level)
[*] resulting in mainly player 2 getting lower experience than intended
[/list]
[img]{STEAM_CLAN_IMAGE}/31930404/5e2dab7ce11737132f20887b0f47647575fad314.png[/img]
[i]Your settings and bindings have been reset as of this update.
If you get any new crashes, please report them on the Discord or Steam bugs forum
and we'll try to fix them shortly[/i]
Thats it!
Hope you enjoy! - Taro & Shrike