P A T C H N O T E S
Welcome to SYNTHETIK: Legion Rising! We just released a free expansion which will upgrade your core game experience massively and will enable you to employ a greater variety of ruthless combat strategies. Expect to encounter new enemies, brutal boss fights, class specializations, new weapons and items, new music, many general improvements and five more supported languages!
Scroll down for the Patchnotes!
Each class is now split into two subclasses. While the perks of the class remain the same, expect more variety and gameplay customization. The subclasses each bring a distinct play style to the field and different Class Benefits. At best you just have a look yourself in the main menu!
- Guardian: Riotguard
- Guardian: Breacher
- Rogue: Sniper
- Rogue: Assassin
- Commando: Raider
- Commando: Heavy Gunner
- Specialist: Engineer
- Specialist: Demolisher
The new classes have been going through something like 7 iterations and much effort and refinement has gone into their
new perks (48 total), giving them much stronger class identity and dynamics, but also a stronger progression throughout the game, so you might want to turn down difficulty a bit at the start!
All class levels have been reset, but only the levels! You keep your modules and class items.
Old levels and prestige is transferred to prestige for the closest new class.
You will gain 1 prestige for every prestige, + 1 prestige for every 25 levels (rounded).
Prestige now costs more data but no longer resets the modules (as both subclasses use the same modules) (Prestige also grants much nicer perks than before! And prestige is now network synced in coop for others to see)
Terror level and enemy reaction + spawn amount now slightly increases with class level, to keep the challenge intact with new class power. 1% terror level per subclass level up to 25. Other enemy modifiers are increased by half of that, up to 12.5% or 0.5% per level.
Many new weapons were added and we are introducing class starter weapons!
Riotguard, Breacher, Sniper, Heavy Gunner and Demolisher can start with a unique new weapon!
Weapon Mechanics changes:
Attachments no longer give a random stat upgrade
Weapons no longer have 3 upgrades per stat but 2
Weapon stat upgrades stronger in general (+- equal final result when fully upgraded)
Weapon upgrade stations now cost way more and upgrade way more, so 2 upgrades will max your weapon. This is done so upgrades feel more meaningful and require more planning. Also it makes it much easier to track what is going on in your weapon progression.
Weapons have new icons for upgrades done (attachments + shrine upgrades)
Firerate stat upgrade now also grants 5% cooling both times
Weapon magsize upgrades are now internally properly increased, (so 1 shot weapons will get an additional shot after getting 5 times a 20% magsize increase per example, instead of incorrectly rounding down every time and starting from anew)
Weapons no longer require mastery level 10 for the 4th attachment slot
Unjamming now reduces current weapon heat by half
Most Burst weapons more accurate or deal a bit more damage
Default burst fire delay from weapons from 0.3s to 0.25, also affects all semi auto
Hyper burst variant now increases burst delay but has very quick bursts
Burst variant now increases damage by 15% and reduces recoil by 30%
Ammo drop kill amount until guaranteed drop now modified by difficulty, this means on higher difficulty you can potentially have longer times of not getting ammo if unlucky, drop chance unchanged (1.5% stacking per kill)
New weapon passives:
KSG2000 has a new skin, no more ammo regen, magsize 12>16, new effect
ACR-X reworked to Medic ACR-X, new effect
Flak cannon now grants 40 armor even when in backpack and gains a bit more ammo
Kaida Laser Pistol now has 10% critchance same as the PTL, recoils is slower
Flamethrower now grants 50% fire resistance and 200 max health
Ballistic Crossbow now gains damage from headshot kills, not 5 headshots
Desert Eagle now also has the headshot kill damage stacking bonus
Mag47 Heavy MG now gains firerate per heat and fires 150% faster when overheating
Weapon Balance / Other changes:
Nemesis heat reduces slightly, making it better when magsize is larger than 1
Viciator Ultra is now Epic, no longer legendary, magsize 6>5, damage 1.75 > 1.4
Double barrel now displays 8 gauge ammo instead of 12 gauge which is more fitting
Double barrel is now less accurate when moving
Spectre firing sound improved
Replaced one old reload sound that has been used for a couple weapons
Tactical observer buffed
Object 29 upgrade perk requirement 50>75 kills, stat gain increased
Coil Shotgun is now of rare tier, supercharge chance from 5 > 7%, scales double for the first 25 charges
A9 Infinite Pistol recoil reduced and is extremely stable while moving
Chaos Launcher counts as SMG+Assault now also
Nailgun magsize 15 > 20, ammoregen 2.5 > 2
Object 29 damage increased slightly, recoil decreased, deviation increased
Sour DMR damage increased slightly
New shot sound for Super 90, Spas 12 uses Super 90 sound, Mini shorty uses Spas 12 sound to have a clear hierarchy in power, Spas 12
20+ New items have been added total!!
Including new class starter items, and items of all rarities!
Class items can now be found while playing in addition to the normal items
(maximum 1 per run, rarely 2, only in wood item crates)
We feel like many class items are working well but are not core enough to be picked over others,
and this change will effectively bring a good amount of new variation.
Varied items have been slightly buffed / changed or have new icons
Item tooltips have a fancy new power bar
ITEM TRADING / DROPPING
You can now drop items to the ground by dragging outside your item bar
You can even share items in coop! (Class core items excluded)
Stay alert when exploring the Citadel of the Machine Legion. New enemies will heat
up the action, and there are new and improved boss fights waiting for you too.
Multiple new enemies have been added!
Varied enemies have been improved and the spawn tables have changed a bit.
Varied enemies also now use a radio chatter effect to signalize calldowns (spawns, mortar shots etc)
Sniper Turret bullet damage 600>700, now bounces!
Basic enemy ballistic bullet no longer has unit penetration
Enemies with calldowns now have a calldown popup and sound (Sniper mortar per example)
Sniper now has a delay before calling down the mortar
Crystal enemy now has a much better charge animation
Crystal mortar now has more delay and fires a bit slower
Phaser enemy now is more visible as intended and flashes when phased
Phaser can no longer use the alarm pole
Some enemies have new attack sounds
Explo Spider has a new model
Rocket Spider has a improved model
Disco Spider has a improved model
Multiple new Boss rooms have been added!
Spider Boss Room improved, now moves faster if you try to outrange him
Jet Boss Room improved, movement slightly improved, new effects for his bullets
Heart Hack Room visually improved and floor tiles fixed
Hack Boss station has a new model
New Music tracks have been added!
The game now has around double the amount of different tracks
which will bring much more variation!
New Players now start with 200>500 Data
Artefact chance increased, Artefact requirement raised to 3 (about the same result)
Small map improvements & Opened chests are grayed out on the map now
Killing a Boss (Server Boss also) grants 1 second of invulnerability for new players until they know the bosses explode
Upgrade kits, rings, random items and keycards no longer drop from all enemies but from rank 1 or 2 enemies as their loot with higher chance - This is done so it will feel more deliberate and less random, other pickups and powerups are unchanged
Mystery reward no longer drops C4 and has new rare items
Mystery reward has a new fancy slot machine style animation
Critical chance cap increased from 40 to 50%
Reviving debuffs no longer stacks, gives max 1 curse so you can no longer get in a strong downwards spiral
Reviving now takes 20 > 30 seconds and fixed reviving while Boss fights
NEW MOVEMENT SYSTEM
The new movement collision system is much more fluid
and really helps minimizing events where you face walls or objects and awkwardly stop, especially when dashing
Daily modules buffed - Now always grants more of the stronger empowered ones
Daily modules now have a 5% chance for one 200% boost
Third module slot is removed due to the classes adding so many strong effects and the main menu and ingame UI being overloaded. We felt that with 3 modules + core, it is extremely hard to pay attention to them and it often becomes meaningless
Modules have a higher chance to drop ingame however
Fixed plating max increase not working properly
Weapon mastery - reworked
Bits and pieces - reworked
Wicked - improved stun effect and added damage
Shielded - Max shield from 40 to 100
Berserk - Stack duration from 5 to 12
New Module - Recovery
New Module - Shadow Dance
Blood Borne - reworked
Die Hard - reworked
Items now have a new location on screen
Buffs have a new setting to be displayed on the top corner
Some things have been cleaned up a bit
Weapons in stash now don’t fully fade out so you still see their ammo if needed
Varied things have been polished a bit
OIL SPLATS / EFFECTS
The oil splats on kill and hits have been replaced with higher quality and resolution ones, which will look better on high damage, generally oil pools have been improved and look richer now.
Added some glimmer particles for certain explosions and headshots
We have also added 5 new languages!
- Added Italian
- Added Brazilian Portuguese
- Added Polish
- Added Spanish
- Added French
+And a lot of things other we forgot to write down!
Fixed a lot of issues, but some new will arrive
Known issues: Pressing RMB to drag triggers the class item
We hope you enjoy and tell your friends!
- Eric, Alex & Karl
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