#Synthetik + (Not maintained.)
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Gameplay Showcase Of Ion Recon Class
Small gameplay showcase, the sound is a little bit bad, will fix it (Recorder problems)
looks cool
not sure if I understand what a madness overhaul is tho
Ah,sorry for the misleading name,we will make another name and preview
We basically want to make the biggest overhaul out there
That's why we called it madness overhaul,lol
one thing nobody touched so far is chests / shops / shrines, that would make for a real overhaul of gameplay
if you add one shop of the same category, it will have 50:50 chance to spawn instead
Oh,will do then,but on our plan the first things to do are to finish the weapon pack and classes, then we will move on to difficulty modifiers, enemies and shops
coming in next update
Also in the next update! A weapon shop with a shift to modded weapons, great in a loop. Lets you buy multiple weapons
ANH-5 is now an AR
The mod has been updated, there is a new shop,a couple of new weapons.
The weapons made by Fibi will be in the next update
A new enemy is gonna be here soon, Ultra Enforcer has massive armor and lifesteal
Mod has been updated
Say hello to Harold, better not to meet him.
unfortunately Harold was deleted, but here is the new update, including Fibi's weapons
So far the mod includes - over 15 weapons, A Rotor Drone Class, Ion Recon Specialization, upgrades for Ion Recon and the drone, a new weapon shop, couple of new attachments and a lot of new actions
After killing Ultra Enforcer you can get his weapon, it can only be obtained by this way
Would love to make it so it could be as a pickup, but havent found a way to do that
Have You tried the "create weapon pickup" result?
Yes, it does not work
i tried to make custom droppings, but it aint working smhw
if you mean the one in action editor
it is not usable tho
Custom entity droppings
Make a pickup from entity(that's a uedit categoty) and assign the pickup to the new entity droppings from what I understand.
Alternatively wrap the weapon in an action and use the spawn item result. Remember to give it the obligatory optional model.
Sounds close to what i tried, didn't work though
Will try again a little bit later
Tried again
Now it works as a pickup
Looks quite good
Got the gun dropped during the gameplay, also works good
Dual nailguns, gonna be a legendary weapon.
Brigadero is a twist on AMD-65 in which it accelerates and gains accuracy after certain amount of heat is reached
The Burner Is A Legendary WAttachment Which Applies Burning Effect On Enemies
Accumulator AПП-1 buffs firerate by 10% and increases Attachment and perk power by 50%
Ammo Backpack Is A Legendary Item Which Increases spare ammo amount of ALL weapons, also increases free extra shot chance
Underbarrel Shotgun Attachment.
New enemy (Uber Judge) Elite and very tough. Drops it's unique weapon Nova-90
All of the above is coming in the next update.
DMR Conversion is a legendary WAttachment which changes fire-mode to semi-auto and increases weapon damage
Difficulty Modifier - Glass Cannon, it increases weapon damage but greatly reduces health
Mod updated
Best upgrades in a run, lol
New update - Cryo elite enemy with a cryo shotgun drop, three cryo tech perks
Three cryo techperks
Cryo shotgun loaded with cryo bullets
Divine pistol named Эксперимент-33, it is a soviet twist on H200 High Caliber Pistol
Now you can dual wield nailguns. Very powerful
Next mod update will be next sunday.
Will make a perk in which you can upgrade them,to achieve maximum nail madness
OMG, amazing! ❤️
pretty cool
lot of cool stuff
the colored weapon names are hard to read tho maybe
Maybe on screenshots, because steam really compresses them,lol, but in-game it's not that bad
6 simple tech perks for AP guns. 2 commons, 2 uncommons, 1 epic and 1 legendary
and new ap ar in next update
Today is gonna be a very big update for the mod!
Now that i finally have a new laptop to carry for work,i can also update the mod on Mondays and etc,so there is gonna be lots of updates from now on
Also the mod is gonna get a rebranding soon
Half of the update is now released!
Perks And guns from Fibi which you can see higher, are now on live version
Unfortunately had some very bad issues on my end, and the second half of the update got deleted. (RIP) So it will take some time to remake some stuff again, here is a pic of what i was making, very early into remaking it. It's going to be a teleport and movement based class with high crowd control and AOE Damage
The Class is coming together little by little, i thinks that either tommorow or on Thurday the mod will be updated with the class and laser Wperks
Next things that are planned are: More Wperks and weapons from Fibi.
Classes Upgrades, New Shops, New Specializations and Weapon Variants
The class is released! As well as new weapon perks
Enforcer Specialization has been updated! Also some fixes has been released for other stuff in the mod
Quick update!
New nuclear weapons pack, the damage shown on the screenshots should be decreased by 50% as the damage is shown with the difficulty modifier ON (Which raises damage).
Short video of a fully upgraded Maro "Cuba" gameplay
New class upgrades for the enforcer, gonna add a couple more and then update
Blast Charge Upgrade
Video for comparison (Without VS With)
"Glory" AK, The panic mode perk increases damage and firerate
"Father Gregory" Rifle gains fire-rate and decreases recoil as it heats
Updated, now in live version
Radiation technology perks in progress
Mod has been updated - new radiation perks, Enforcer now has a shield and an ability to use it.
wot is the mod?
what do you mean?
The nailguns are from this mod, they are just quite rare, if you mean them
No problem, i am always happy to provide support and answer questions
Working on cursed weaponry now, which can be only found in cursed weapon chests (So now you could have a good reason to open them, lol), and maybe if i can implement then they can also be gained as a reward from Zir's Shrine. For now they are copies of existing weapons visually. Also Curse Technology now has Wperks
Will update the mod with this new addition in a couple of days
Adding the guns to the shrine's loot pool will require encapsulating them in an action.
Copying an action already in it(with the right categorization) and replacing the functionality with adding a gun sounds like it'll work.
If the guns have a category unique to them 1 action might be enough.
That's what i had in mind,i just don't have enough time to do everything, gonna test it when i can, thanks for the help!
Cool idea!
Doesn't work somehow, it just doesnt activate the Add Weapon as a perk, and it doesn't spawn in the shrine as a buff. So i have no idea right now how to make it work.
.
Mod updated! 4 Cursed weapons are added, 2 Tech perks for cursed technology and 4 ammo types for it. Will expand the list more.
The weapons can be found in cursed chests.
Weird. I made a copy, replaced the result, removed non-name text and it works.
Huh, strange,will try again later then
Now it works, will update soon
New uncommon weapon, crossbow style gun with three different ammo types all available from the start.
Class upgrades for the teased "Addict" Specialization.
Vibranium Claws, Overdosing Dash, Power Dosage, Limit Breaker
New cursed weapon
New update is out!
New specialization - Addict.
Two new cursed weapons and lots of small fixes and stuff
Semi-auto fusion shotgun comes with the update!
Next update will be fusion and curse weapons expansion,as well as new Wperks
Dash ability regenerates health when used
Partial Russian Translation is now released, if anyone can help to translate to other languages - please DM me
Does the claw slash bleeding and damage have different ranges?
I've had it only apply bleeding in some instances
They have the same range i think, its just that the damage is being done in a cone, and not all the way around like bleeding
I will fix it in the next update
ah okay
Class baseline feels good so far, though I have no idea what the core does
It's basically like a lot of buffing for player + small timestop and debuffs for enemies
Also claw slash can weakpoint hit, not sure if that is unintentional
Intentional
Anyways, hope you enjoy the mod, if you have any problems/bugs or anything just write to me here, feedback is quite low sometimes
Out of 1700 downloads I have had 3 people mention my mod in this server
Yeah, that happens
Yeah don't expect people to leavr feedback without you plugging your mods.
what "plugging" means? Not really good in english lol
I guess I was vocal enough about my mod to get 3 people to talk about it lol
Informing others that something exists to benefit from that.
How I got you to test my weapon mod at some point.
Mind if I "plug" my dead mod in this thread?
dont mind
If you ever wonder why I never get anything done
Find my mod in the in-game mod browser or at https://mod.io/g/synthetik2/m/mados-ion-sub-faction
This is using footage from multiple runs I did across playtesting so don't pay attention to the buff bar
It's because I feel the need to do this
huh
All options replaced with cursed weapon and this weapon came in standard
annnnnnd all my stuff in gone
Taking this very descriptive upgrade made my claws no longer deal damage
Still applies debuffs though, so I can stunlock
Since i'm using my starter weapons claws were my main source of damage so thats a bummer
I play tested it a lot and it worked quite good, do you have a screenshot of F2 log?
that's base game bug
Random decided to give you 3 options
And Standard is intended
Sadly no
Huh, you can try to redownload the mod, maybe something broke
I will look into it and update the description as well
Feedback is very important XD, Everything can work for me but some things can be broken for others
I'll test if its a "Broken run" thing after I die
Alright
That happened to me some times too, but as i checked, it just does so randomly even without mods
First time I've had it happen in u12
Oh,welcome to U12 then
Anyways overall
Dose felt like overkill, so I rarely used it
What it did impact already were op
So it was taking 400 dmg for to make that even more op, to the point of not being helpful
Hmm,i think i will rework Dose then, im also not very satisfied with it
Regarding the upgrade, everything works in test atleast
I would have gladly taken Morphine X in my utility slot, though it is a bit boring
The specialization will have some new additions when i have time for it
I think that also broke for me then
They activate quite a lot actually
So i think your run was just really unlucky and broken
You can try it out again though
Yeah same deal with claws
Yeah, so something probably just broke either mid-run or somewhere
Unfortunate
If you had F2 logs then i could look into it
But right now i cant say what caused it, as you dont have them
Also, i will make a quick update right now actually
Remind me, does player or player-prev contain the f2 logs?
uhhhhh, one sec i will look rn
CTRL+F check which one contains the action.
I didnt find anything
ActionResult FlowFire.Framework.Gameplay.Actions.DealDamage for action Claw Slash could not find target with persistant ID 29
Its "Player"
Ah, okay
Probably range or the area of the cast got fucked up
Also,i updated the mod right now,change the way claws deal damage
And put morphine x into dose slot
<color=purple>Seems like the reference to the owner entity is broken on action Claw Slash</color>
It repeats that along with could not find target with presistant id "X"
Hmm,try it right now
Redownload the mod though
Ah,now the claws don't deal damage
Ffs
I'll wait for the next update then
Looks like i will have to Keep it as a cone
Because it doesn't want to work as a circle
Will switch to targets rn
Yeah, targets work the best
Targets doesn't result in unintended self-damage lol.
Yeah,i switched it to targets right now
And also updated the mod
Now it's gonna work normal,i hope
You now can attack with your back
If not intended use direction in targeting to get a cone again.
I think i will leave it like,this as cone doesn't hit consistently
The targeting one? From my experience it's more consistent than casting and doesn't suffer from the no piercing capabilities of casting cone.
Hm, okay then,will try it right now
I'm gonna verify my game files and purge some mods
Works quite good actually
There is a chance that they wont trigger at all
but if it looks like this consistently then something is wrong
By the way, updated it and now probably i hope, everything will work good. Also, two new starter pistols.
You basically start again,right?
Lose everything, like I restarted the run but I still progress through the game
I think i'm having my mods disable between loads or something like that
Yeah,that happens a lot in the base game, but it is very strange that it happens every floor
Huh, it's because of the core ability
This one is normal
Do you have the line
Where is says that it cant save the progress
When transitioning
It can state the reason there
I think it's either in the yellow or red error page
Can't see it, ill try clearing a stage again
Okay, when you will clear it,try to play it without the mod turned on
And this one is also normal,its just actions applied to enemies being deleted
It looks quite okay, I don't see the error where it says anything about level transition
Okay
Alright, then the problem is in mod
YOU INSTALL IT MANUALLY?!
Aw man,of course it probably breaks
XD
We tried with Fibi to give depots to each other
When we installed them everything broke
So yeah, manual install is very very bad
you get a very special mod folder name as well
That's the name of the folder that modio does as i understand
Just install it through the ingame mod tool
Not manually
Where is the folder put in cases when manual installation breaks?
When I installed stuff manually and put it next to own mods it worked seemingly flawlessly.
_installedmods
This one mod probably wont work,as we tested with Fibi. The depot breaks and all the actions get misaligned
I didn't expect this to depend on the mod.
The base for this mod is from s11 or s12
Dont remember exactly,so it can break quite easily
I give up
Nope, hit subscribe in the ingame menu
This is def a me thing, don't worry about it
try to find
level transition
or some word about it like that
because when that happens its supposed to give out an error about saving
if not - then
also you can just type the words out in
The left search window
Dunno,probably a you thing
Will check rn
and i even have a second mod enabled
Yeah never had this issue before
dont see anything about level transition unfortunately
Sorry man, looks like i cant help
Actually there is some things, but nothing about the cause
Hmm, dunno then
ah
found the error
@warm bear Could you please help out with Mado's log?
I cant find the cause of the error
Bruh
Okay, good luck with video
Oh,i forgot to change the demolitioner icon,lol
Two rippers spawn, good for when I get less lethal but it also leaves two things in my buff bar
I have to assume that this is a modded perk from the mod
The fusion boosts are items that are insta used on pickup but still need an item slot
It's worth the item slot being empty since it spawns very often
Yeah,i think i can make it disappear from the buff bar, but it will be in the next update as i already sent the depot to Fibi
This one is not. I just checked, lol
That's a vanilla one
We dont even have any fusion perks rn
Thats funny
I get this attachment way too often for how good it is, can it be made a legendary?
This gun was already silly but I think I win now
Lol, cool
Hmmm,i will think about that,i almost dont get it during any playtesting somehow though
New weapon line! "Medic" It increases health gain and increases debuff resistance!
The update is now live!
Anyone up to test a new specialization and give some opinion? Would be greatly appreciated!
Is it not in the mod yet and to be DM'd or are you trying to redirect people's attention to the addict?
Not in the mod yet, half done right now
Just need some opinions and directions from people
I'm down if you still want feedback for it
I can test it. Why not leave the files here so that voluteers aren't limited by how soon you can DM them? Anyone going through the installation ritual will know it's WIP.
Sorry,will post it as soon as i can,when i get off work
So, here is the depot zip file. Sorry for so much time wasted
Yep,thank you
And you too
Is special forces the one to leave feedback on? I'm semi sure others are done or unstable prototype(too early in development to say anything about).
The 0.25s delay between dodging and the buff being able to shoot ammo is going to annoy people. Remove the delay(special forces buff, 1. path, timer bigger than float check). Also clear it's secondary description as it's misleading.
The laser trap seems to work, but is it supposed to be a perk or a class upgrade(type description reads perk class upgrade)? Smart to shoot the ammo out of the player instead of another entity so it doesn't hit the player.
Why are health and shield a separate action when they'd work in the first perk?
Existence jumper needs to stick the camera to the player otherwise teleporting to far away = not seeing what's happening.
No clue what else to say.
Okay, thank you very much! It really is also early in development and unstable prototype is scraped.
New Specialization! Special Forces, now with proper class upgrades. Here is The list of all the cool thing that come with it
An Addittion to Medic weapon line "Laser Gatling" And a whole new line of weapons! "Judge" The last two videos are the demonstration of "Bloody Bastard" Upgrade and "Cursed Arts" Upgrade
The "Judge" Line special Perk
The Mod Was Updated
Also - Would Be Greatly Appreciated If Anyone Wants To Help Out With The Wiki's Visuals!
I present to you! The Metalstorm turret, class upgrade for Special Forces!
Here is a small demonstration
The turret will also spawn as an enemy in the next update
Tow Turret, as an enemy. It can and will one shot you 😄
Metalstorm turret spawning and working ingame
Should i leave this sound for the HMG or change it? Any suggestions anyone?
Recoilless rifle is now actually recoilles
High explosive nailgun
Changes stats when standing
New mod update gonna be lit
In the next update - Three more weapon lines "Military", "Soviet Supremacy" And "Chaos
As well as a lot of new enemies and stuff
That looks supremely sick
Glad you liked it, i just restored this enemy from the files available to use
I hope it will be added in game because i think it was either cut out or is gonna be sometime soon in it
Polished it out a little bit, now will be checking if it spawns correctly ingame
The "Chaos" Line will have weapons with absolutely random weapon perks and variants
Two vids of fight with "Overwatch" and its droppings in form of a big floppy disk which grants you 1500 credits for defeating it
Weapons from the "Chaos" Line
the most unique weapon from the chaos line, it is an acid smg
This now concludes weapon lines for now.
This mod has:
"Medic" Retrofit
"Military" Retrofit
"Chaos" Retrofit
"Judge" Retrofit
"Soviet Supremacy" Retrofit
The update will be uploaded soon
Long gameplay video of modded Synthetik 2, Using the fusion grenade launcher from the "Judge" Retrofit line.
New weapon in "Military" Line
A shotgun and launcher hybrid
New SMG in "Medic" Weapon Line, has a preattached laser grip combo
New starter pistol for all classes from F&F Overhaul
Railgun street sweeper.
Working on the Berserk Specialization
If anyone wants to playtest (U13) - Please DM me
The Berserk specialization is finished, will be added into the mod with all the other things when U13 will be live.
When U13 will be released
The mod will officially have about 105 weapons, 192 actions (27 of which are universal Wperks) and (5 Retrofit lines for weapons), 7 enemies , three of which have their unique weapon drop, 1 shop for loop, lots of custom ammo, 6 player specializations fully made with their own class upgrades, two difficulty modifiers.
And there will be a lot more to come. And more than half of the content is translated to russian, and will be translated to other languages if someone is interested in translating.
Soon will post some footage of Berserk Specialization
Congrats. That's a lot.
Thank you! Spent a lot of time working on this mod
Making another specialization as well as a new shop! Will post the new specialization along with berserker footage
Military Sabotager's Core Ability Is "Seeker Outburst" It fires a barrage of Seeker Missiles. Has 4 maximum charges and they can be replenished upon opening up ammo boxes/ ammo pickup
"Retreat Module" as mobility ability, it gives you stealth and increased dodge chance. Can be used in pair with "Seeker Outburst" To create explosive ambushes
The "Berserk" Is a shieldless specialization with lots of health regeneration to compensate for that.
This video showcases the "Absorb" Perk, which lets you absorb an enemy and convert it to health and plating, and shows the stun effect of the rage dash as well as its visuals
The "Auto Cannon" is a high powered shoulder mounted cannon which is very good against armored targets. Has a sound to signify it finished reloading
The "RAO" increases your health regeneration by a massive amount, also affects other stats, greatly buffing you at critical moments
Class upgrades for berserk
Upgraded RAO
Autocannon multicasting more than 3 times in a row
Correct version of the Laser Shield
Stats that BUALI modifies
Laser Shield Visuals
Lucky-7 Kit for berserk
Deathwish kit for Berserk
Auto cannon mechanic kit, the visuals are out of bounds in menu
Are the starting weapons perkless or are the perks not worth showing here?
Perkless, they have random perks (tech perks)
Two of them, to compensate for the lack of unique perk
They are already quite good for starters even without it
The coilgun also has the variants available
2 is also a lot for starters as basegame ones have 1 and it's preset even if it's a tech perk.
The point for 2 is to have a lot of variations on start, so each run would be more unique
As the mods has its own weapon perks,and quite a lot of them
I should have expected quantity maximization here. My bad.
Np)
I can give you the U13 Version of the mod if you want to try it, as i cant release it yet because U13 is not live
You can release and set the U12 one to live so everyone can access it without doing so unintentionally.
The problem is the weapon sprites. (Upscaled ones)
U13 Has them, and U12 doesn't
And, i've made too much progress to change them all already
If it's not live people have to intentionally grab it from mod.io.
Anyone who has that version on their computer is someone who willingly downloaded it and knows it's made for U13.
Now something off topic but the URL is changable and if it ending with rotor-drone-class bothers you, you can change it.
Also, Tbh, its the Shrike's mistake, he forgot to put them in U12 lol
It did save, so everything is correct
Then it happened after I last checked or misremember.
Posted it to Modio
Funny thing with the sprites is U13 adds a second damnation sprite that's a different size and using a gun with both(one as the heat image) looks confusingly half broken in U12.
Huh, sounds funny
Btw, if you need any help or feedback you can message me anytime

And in U13 that results in a matrioshka gun while heat is about half the bar.
Will check it out myself for lols
Forgot that the coilgun has the vanilla supercharge perk
I really should nerf the Military machine gun
Perk for the Military Sabotager
Other perks of Sabotager
Tinkerer workshop's new additions, the chaos labeled by (2) is just the old version of it which adds 2 perks instead of 1. Was very sad when it was changed to 1
New Retrofit line weapons that can be only obtained trough the tinkerer workshop
New synergies for auto-cannon
New difficulty modifier, sniper judges can be easily identified by their laser shield and slow fire-rate, they hit quite hard though. Also they spawn a couple seconds later than the normal judges.
Vector, has wperks preseted. Supressed. The main idea is to have it as a common weapon with insane upgrade potential, having multiple synergies at once
Vector synergy, will make about 5-6 more synergies for it
Synergy with Mil-Grade Drones
Heatsink Synergy
Nerfed metalstorm turret as an enemy, now has slower ROF, very long reload, limited ammunition and very low health
New addition to the "Tinkerer" retrofit line, the CCM-Sport Carbine, has magazines with very fast ejecting speed and overall good recoil control
Second addition, nailgun rifle with AP Nails
Demolitioner soldier, common enemy with high explosive damage and grenades
The Purger wheel, better to not come close
The plan is to add about 5-20 new enemies until U13 is live
Valkyrie is the new addition to Tinkerer retrofit line
Problem Solver is the final addition to Tinkerer retrofit line, which is now finished.
Juggernaut Executioner is a more speedy but still quite armored version of the juggernaut, equipped with a high caliber machine gun which is not very accurate but still deadly.
Rocketeer is a common enemy which keeps distance and shoots homing missiles at you
whats the tinkerer retrofijt
Tinkerer retrofit is a weapon perk which is only on weapons that you obtain trough tinkerer's station reward, it randomly generates 2 weapon attachments
So far there is 6 retrofits, which are unique to certain weapons, you can scroll up to see them
unique perks from a shop... really nice
so only specific guns appear in those shopsm
yeah, only a couple of specific weapons
okay nice
It's an option in the vanilla tinkerer workshop
i still dont know how to spawn specific shops
Modifiers in said shops i know
I kinda wanted to do an expansion BUT
You need to make a shop controller and lots of other stuff
Of course it is, early access
So i just stick with guns
i might make some variants/random perks as well but unsure
It would be quite a good addition to the game as it quite lacks in this direction
I already added like 27 universal wperks
but no variants yet
Guns are good
Yeah, but im doing the main work while Fibi is focused on his mods
Most of the Overhaul is done by me
I wanted to make a grand overhaul with like up to 6 people working on it, but nobody wants to
And no one wants to help with S2 wiki as well
So idk
i aint bothering to do a s2 wiki
Im wondering if mods can be cross compatible
Like if we have
They can, if they contain and use same name categories
They also can be cross compatible if you have two of them installed and make a cross action which relies on the other mod, then it can work only if the other mod is installed, cause it will automatically fill in the empty space
But im not sure about this one
never tested it
Categories work perfectly though, i have a good synergy with Fibi's Elemental Arsenal in wperks
.
Duelist is a close to middle range common soldier, which uses dual fusion pistols
Can deal some damage if he is too close
You can make some weapon synergies
Like these
Ic
do u wanna give that a go in the near future?
Maybe u and I make standalone mods
Easiest way I'd say is making a weapon with a unique category (like a random faction name)
And then i make a random variant that has that category
just gotta make sure they have the exact same editor name
sure
yup
okay just lmk in dms when u wanna give that experiment a go
okay, i will dm maybe tomorrow then
👍
Gonna wrap things up with the mod rn
Cross compatibility would be cool, I might look into giving some of my mods special interactions with other mods if I can figure out an interesting way to do it
Riot Pacifier is a shielded enemy that has two types of grenade, shock grenade and tear gas grenade
Hunter is a rare enemy that can quickly ambush you and get you toasted in seconds, has quite a low health pool and is only protected by shields.
Has an ion rifle as main weapon
New stationary sniper rifle, should i make it a Divine rarity and buff it more, or leave as it is?
Elite Hunter is a sniper variation of the Hunter enemy, behaves the same but stays at a longer range and deals accurate and heavy damage.
Can be found after first stage
Increased rarity to divine and raised overall stats,also rebalanced almost all weapons
Legion Captain is equipped with incendiary assault rifle and is capable of teleporting, is heavy armored. Can be found after stage 1
Legion Captain now spawns Metalstorm turret when dropping below 50% HP or on death.
Reworked the metalstorm turret a little, now it is less deadly
Bruh, with the update cant use either the MH model or MH class as base without this tank being there

Heavy Enforcer is a machine gunner which will take a defensive stance and keep at range, showering you with bullets from a far, is a little bit stupid, and very easy to kill when reloading as he has reaaaalllyyy long reload time
It really is awful, wish it wouldn't be hardcoded like that, but well, happens
I wonder if there's another mod that adds enemies or you have a monopoly on that.
I recall only a patrol wheel remover and an amount increaser that's too old to work(or meant to be a manual replacement like the sound one).
Probably a manual replacement as i haven't seen a way to increase the spawn amount without doing a map config and raising campaign credit points
An action on the enemy team that spawns a unit would work.
The catch is to have a delay and delete it from the extras so it's not infinitely recursive.
Hmmm, I'll think about doing a modificator with increased spawn amount, but not sure if the game needs that,as there is quite an enemy bloat when adding new ones
I need that wheel remover to remake it into a shotgunner remover
That feeling when you get rushed by +5 shotgunners is just 
You can grab it from https://mod.io/g/synthetik2/m/mados-no-patrol-wheels
Thanks, will do that rn
Wheel mod spawned a random unit from a pool of 3 and then killed the wheel
Was a bit laggy when starting levels since it ran a check of if it had the ion shield action and then did all that
Yup, i already understood that much and already did a variation of your mod for the shotgunners
Its in the S2-modding channel
Yeee, update is out, now i can finally update the mod with so much stuff that i've shown
The mod now officially has exactly 121 weapons, 200+ actions (27 of which are universal Wperks) and (6 Retrofit lines for weapons), 17 enemies , three of which have their unique weapon drop, 1 shop for loop, lots of custom ammo, 5 player specializations fully made with their own class upgrades and 1 WIP, three difficulty modifiers.
And there will be a lot more to come. And more than half of the content is translated to russian, and will be translated to other languages if someone is interested in translating.
And i also congratulate myself on doing the biggest mod for synthetik ever
The mod was updated on modio.
Would really appreciate any sharing, feedback and gameplay videos with the mod!
I also would be really happy if download count would rise atleast a little bit as it is just
for now.
Spent too much time working on it,lol
Congrats on managing such a big thing.
Thank you! Really appreciate that
I think making this mod + play testing it to insure good gameplay (at least the on im satisfied with) took idk, about 200+ hours?
Also, @zealous ember helped out a lot, so i have to thank him, because it is our collaboration mod
Need to check it out again
(but i still dont get the name, id rename it something more descriptive what it is)
I just can't think of a proper name and picture, not my thing really, so i left it to Fibi
It is what it is
Like campaign extension or such
Copium: an overhaul of the people who made it.
Hmm, i will think of something, but i dont really want to think at all
Cant do campaign extensions yet, (modified) maps dont spawn in the map pool
Tried to make bosses, but welp
Also, important thing, this whole overhaul is balanced for 200%+ Difficulty, it can be quite op at 100% difficulty
@gilded jewel Sorry for pinging, just really wanted to get your opinion on this, i thought that Synergies with weapon are really cool and could be a way to spice up the gameplay, is it a possibility in the future that Synthetik will have them? If not already, i just haven't seen any synergies with them.
Military Sabotager's Kits and a couple of class upgrades.
Video of High Command in action
Weapon synergies are technically supported
But not really implemented
Not used, i think weapon swapping will show it again not sure
It will show it again, but there is probably a way to make it not show twice or more
Likely
I will try to find some way, and will post it here
After some time experimenting, i understood that it is impossible to not show twice or more, as it gets very complicated and unusable because of how weapon perks and gun activation works, also as there is no "Weapon Dropped" Condition i cant delete the action which adds the synergies when switching/dropping weapons...and also a lot more thing that im too lazy to write.
Showin the synergy twice is not very bad though, can get annoying but through the power of modding nothing can be done right now

oh no
Another class upgrade
Mod updated
New AM Wperk
Anyone wants to provide some feedback on the live version of the mod? Would be very very appreciated
omg, i just noticed that everything with random percentage is broken asf, triggering constantly
good update,really cool
Updated the mod with fixes
Yeah had the same thing happen
As far as I can tell it's purely visual, it only spams the path animation constantly but it doesn't actually trigger them
I just disabled the path triggering animations and changed anything that used "Condition = Random %" to "Condition = Bool [and] Random % = Bool" and it worked
Still very annoying that it broke though
It my case it triggered them, dunno why
I had infinite ammo/health and etc
Yeah, that's the fix
They probably changed how percentage works
SDR-K4 is a soft-bullet Rifle/SMG hybrid
VLR-22 is a heavy vented laser rifle, has big recoil when moving.
FG34 is a more common version of FG35, has lower damage and faster fire-rate
FBAR - 32M Is a marksman version of the FBAR-32, has higher accuracy and damage but at the cost of a higher burst delay
ASMG is a common Assault SMG which has good recoil control and an intergrated laser grip combo.
Changed Pulsar's ammo
Big boy is a hybrid Anti-material/plasma rifle which applies damaging plasma effect on enemies
FBAR-34 is a modified version the FBAR-32M it has very fast fire-rate and is very accurate. First video is with turbocharge conversion,and the second is the normal version
mod updated
Breaching unit is equipped with an automatic fusion shotgun which ignores plating. Is very easy to maneuver around and kill. Has low damage output. Has variants on his weapon.
RZCU - Radiation Zone Combat Unit is equipped with Radiation technology machinegun which gains fire-rate as it heats. Will deal very heavy damage with his knife when you get too close (5 meter radius), has variants on his weapon. Is a rare unit. keeps at range
Spawns on/after area 2
@gilded jewel
Dissolver is a plasma shotgun.
Mod development on hiatus. Probably 1-2 weeks
Aight, back from hiatus, took faster than i thought. lololol
First is a new rare spawn, the RZCU squad. Has a leader that mainly stays away
The RZCU Commando (leader) can also spawn by itself, it has a radiation marksman rifle that has variants and shoots in burst
When in squad, he will stay away in the back, covering himself with his soldiers
SAT Standard unit is equipped with FBAR-32M, he is nothing special, can drain your shields very fast.
SAT Squad Commander will only spawn in a big squad as a leader at second floor (will show the squad later) on combat start will release a slicer drone.
He is equipped with FBAR-34
If anyone has any feedback/wants to talk about something, or has any ideas for the mod, can freely write in here
That wasn’t 2 weeks lmao
.
@mild needle
And also the main ability (the autocannon)
.
Just copy them (the formula is the same)
I can also send you the depot if you need
Oh sweet, thanks
Let me know if you need some help and if everything works

Will do, thanks again 
Reworking the drone class, wont be a drone anymore
The drone is being reworked into a class with a mobile shop, where you can spend crystals which can be dropped from an enemy to buff yourself and gain perks
It is WIP rn
You can also gain unique weapons.
Making lots of choices, i plan to make around 15-20 perks for the shop
How the crystals look like, you only get 1 per pickup.
Overtaking Dash Grants Control Of the enemy for 2 seconds
Beam Machine ability for Experiment 02, will have lots of synergies and variants. Can also upgrade in the shop
Beam Machine Changed To BM-1
Hate unleashed can be used instead of BM-1
BM-1 Will range up to BM-7 (7 variants total) You can also upgrade to BM-10 (Divine Rarity, will cost a lot) Which will range to BM-15 (5 Variants)
You can choose only 1 variant for BM-1 which will overwrite it. BM-10 Can be chosen as it will overwrite All variants from BM-1 to 7.
Upgrades For BM-10 will be in form of synergies with items.
Greedy Kit For Experiment 02, Upon Reaching Max stacks
BM variants
Bloodlust kit
Drop rates of the shop and prices Uncommon - 1 Crystal, Epic - 5 , Legendary 10, Super Legendary 15, Divine - 30
For about 100+ kills you get 8~15 crystals
Hmmmmmmmmmmmmmmmmmmmmmm,i really should nerf it
The class is a little bit too powerful
Lol
It was fun, now time to fix and nerf everything
Synthetik +
Mod name changed to Synthetik +! Aaaand a new logo
The mod will be updated with lots of contents in about 1-3 weeks
Im having a happy day today
deserved
Probably gonna update on sunday, not sure though
yeah this name is a lot better
is vormo real?
I think you are giving enemies too much spawn budget, thats why few enemies spawn in early game (maybe, not sure)
vormo is kinda cool but can run out of ammo
Lucky 7 is very nice, berserk class dash is pretty hard to hit tho, id add a little range
ASMG has base burst delay of 0.5 or so, with hyper burst the weapon is bricked, make sure to have burst delays of 0.2-0.3 max with faster weapons
Hunter enemy is very cool, I wanted to add something very similar like cyber commando
KR-Storm is also nice
I had to give em big budget costs as they spawned too much,it kinda fixed the problem but still eats up the campaign budget
Vormo is being reworked into another class
Will fix that, thank you so much for the feedback! Im really happy that a dev tried my mod 😄
Update will be delayed to next week. Ran into some unexpected problems
DLAR-33 Laser Assault Rifle, will have a unique perk later
Updated FG-34X With a unique perk
FBAR-32 Will now have a fixed perk, will convert to a medium fire-rate rifle if has Lethal Unlocked Variant
FBAR-34 Now has a unique perk (a safety system)
FBAR-34 Will convert itself to an automatic rifle with VERY fast fire-rate when using lethal unlocked variant
FBAR-32M Now has a unique perk - will shoot a fusion rail on every sixth shot
FBAR-32M Will convert itself into a medium fire-rate assault rifle when using lethal unlocked variant
Fixed ASMG's Burst Delay and increased recoil reset speed
FHMG Now has a unique perk
Probably will update today
Wont update today, only on like Sunday or smth, gives an error when i try to upload normally
Mod finally updated,i think.
Mod updated. Class for testing is open
Is Heavy Demolisher a new enemy in S+? Bros somehow spot me way off-screen and start pelting me with their explosives before I even see them.
I got like droves of them.
Oooops,i will lower the spawn rates for them
They are basically an even scarier version of the shotgunners
They're fun, but maybe only on Demo since I can resonator blast their asses with their own explosions.
I made them rare now, they already were in the secondary slot spawns,so i dont really know why they spawn so much (Will be rare in the next update, which will be today)
Regarding the weapons lost on transition. I was running vanilla Demolisher, Experiment 33, and had a modded Burner attachment. 3rd gun was the Nova that dropped from a new guy, but I haven't used it. 200% SWAT with Supply Drop (which is what gave me the Ex33 in the first place).
Yup, thought the weapons that affect this bug are from Tinkerer shop and Shrine
Speaking of. Is the Burner suppose to remove the variant? Gun started out as Sat-Ultra I think, but rolled standard once I put a Burner on it. It also remained red.
Now that's weird
Its not supposed to do that
I also noticed I had 5 attachment slots on Ex33, but not sure if that's intended.
I think that's some kind of bug, as i have no action to remove variant from the weapon with the attachment
Noticed after I put the 4th on it.
Yeah, i try to max out attachments slots when possible, for maximum fun
As there is unused chip attachments thingies
Maybe because the gun was already a legendary? I think reds are considered that.
I doubt that, as it would just update the rarity of it and nothing else, have you done anything else to the gun?
Just the regular mag upgrades. I did roll two divine attachements prior to that though.
Then i honestly have no idea why that happened, maybe the game is just acting up,lol
Yeah, probably got Shrike'd.
Happens a lot though, how the game works is a mistery, not even Shrike knows
Have you tried the shrine/tinkerer shop weapons?
So far I've only seen the gun dispenser in arctic, but there was no reason for me to use it.
Okay, you can find them through the Shrine rewards (Cursed Weaponry) and Through (Tinkerer's Special) Perk from Tinkerer Station
Oh yeah, I had the Zir shrine offer me 3 cursed guns for surviving.
Yup, that is a small problem, as it was the only way to make it work,cant make it into one action for all the guns
Other time it was 2 guns and vanilla Crit curse.
Yeaah, i would make it so it could drop only once. but cant do that yet
Random ingame works very badly
Any plans to add new active/passive items?
The mod has 120+ weapons, but i mainly get like 10 differrent ones
Yeah, i will add them
As soon as i finish the shop class
Cool. Like the mod, wholesome wacky fun.
Im glad you like it! Feedback means a lot, can fix many things without putting in hundreds of hours on testing
Also,mod will be updated in 5 minutes,with reduced demolisher spawn chance and two new enemy squads. The enemy squads spawn really rare.
Mod updated
FBAR-33 EX-A Is an automatic experimental version of the FBAR line, has a unique Wperk which makes a damaging impulse (10 meter range)
DLAR-33 is a laser assault rifle with a unique wperk, which stabilizes recoil and deviation per each kill
HVMR-2B is upgraded with a unique Wperk which increases fire-rate and reduces burst delay per each shot fired
making some items rn
New item - Specops Support call, spawns in two entities.
Ratchet Uses High Caliber sniper rifle
and claymore uses a railgun.
Bloodbolt is a new item,which shoots 3 cursed bolts
Hercules is a common HE pistol which can gain fire-rate depending on reload fail/succes
I decided on making new psy weapons, and will also continue on making new items
FMG-P-9 is a psy SMG, Psy bullets are slow but homing.
Has a unique perk that shoots Special Scatter Psy Rounds which corrupt the enemy unit and damage it.
Perfect against unarmored enemies and big groups.
Performs poorly against armor
P-DB is a psy double barrel shotgun which shoots Psy scattershots, has big damage up close,is not very accurate.
Has a massive upgrade potential, damage upgrades per every kill.
at 100 stacks ( will upgrade movement speed to 25% increase.)
Stacks can go over 900
Damage at 105 stacks
Cool, 1k downloads
mod updated - next update will have lots of fixes for Experiment 02
Ravager's shooting sounds
Also,now all radiation weapons from the mod, dont apply the damagin effect to player, only damaging him a little if he walks close to them.
Ravager 25 Is a psy assault rifle with an underbarrel gas grenade launcher
Mod updated
Volt - is a lightning assault rifle, did lots of testing on shooting sound
H-CURRENT is a lightning submachine gun with a unique wperk.
Second video - perk activation without 10 stacks
Third Video - Activation With 10 stacks
Mod updated
HLAPR is a heavy lightning assault rifle with a unique wperk, which will activate on the last bullet of the magazine,causing a big chain reaction (Mjolnir)
Second video - wperk activating
Archangel system is now available as an item
Dual Lobotomy is psy tech dual pistols with heavy armor damage.
SH-RD drone item spawns a missile drone with micro-homing missiles for a brief period of time
Spec-ops support call now spawns in a whole team, has a big CD and is perfect for extreme situations
mod updated
DRTS is a revolver type shotgun with a unique perk. Has three ammo types but doesn't have a variant
It has a drum cycling sound!
Brutality 2 is a lever action shotgun! Fully working, and with a unique weapon perk that reduces heat per kill
Is it possible to modify ejection time by a flat amount?
cuz if u can:
its the t800
which would be cool
i think so
Depending on what you mean by that
basically u can make every 6th shot get 1s of ejection
I can modify the base speed of ejection for the weapon,and can make every 6th shot whatever ejection time
Gonna do that rn
so u cant add a flat amount zamn
Sadly, but i can kinda mimic it
Tried, cant do anything about it
It will have the same speed
Mod updated!
Two lever action shotguns added - 1 scatter and 1 fusion
One revolver type shotgun and a laser assault rifle
Also, new starter pistol - Lobotomy, psy heavy pistol
Mod updated,fixes.
PAR-27 is an AM and plasma hybrid technology assault rifle.
Is already included in the update, will have a unique wperk in the next update.
Artifacts, soon
Mod was updated, artifacts will be added later
did unique wperks and some balancing
Armor solvent(laser tech perk) uses deprecating targeting in the modify current plating result. Make it spawn an action of the enemy that targets self.
Cryo-cooler liquid(laser tech) spawns 0 actions in path 2(or UEdit is lying).
Dispersion lens also does. I've seen the same issue in a path explained as feedback on creation in fibi's mod. Whatever action you guys used no longer exists.
Same with igniter.
this one and cryo-cooler are mine perks, so the same problems

I tried to determine if something causes resetting and having both glory and tovarish a reset happened. Neither unique perk looks wrong and the tech perks I had were from the base game. Glory only didn't reset so tovarish resets.
common problem with this mod, sadly. My friend Onion said it's mostly related to starter weapons and weapons from custom shops/chests
i guess its just game problem
Okay, will fix
Not just a problem with this mod,as it happens with vanilla as i said,the mod just amplifies it.
@pulsar flower This issue has happened twice when doing experiement 02, and once on another vanilla class, so I think its an issue with the weapons.
The FA-MR "RED" on level change leads to a complete reset of xp, weapons, upgrades, perks, talents, everything, and you start the next zone as if you came into it at game start
This also happens when doing the weaponry of Zir
Yeah, known issue, amplified vanilla bug because of the mod, i will make an update today, check if it will happen again with Zir's Weaponry, if it does...then i have no way to fix it rn and will have to wait until Shrike fixes the bug
thank you!
Also, Experiment 02 is still in testing and is quite buggy,i would refrain from using perks from the shop that give weapons
Mod updated, please restart the game to update. @cloud gyro
Yeah, he is powerful, a little bit unstable though
Artifacts are nearly done (using some imagination cuz no artifact sprites from s1) have-to check for it spawning ingame
Mod updated, artifacts are now ingame, 4 total artifacts for now (testing phase) did some unique wperks
Next big update will add focus perks in chests and stuff
@pulsar flower Change all none rarities to something else. When I changed soviet retrofit's rarity tovarish stopped causing resets.
@pulsar flower FA- MR tries to roll a technology perk for a technology that doesn't have tech perks. After changing 1 tech perk to fusion red technology the gun no longer resets(it also suffers from none rarity).
Does abomination have all 3 actions assigned on your end? I got see not assigned in the 2. slot in your depot but unlike the 2 things above it could be a reference broken for another reason and not your fault. I'm asking because this causes resetting.
already changed? You are probably on the older version
Also i think is fixed, and the problem with class upgrade is fixed too, thanks
Alright,will change that
Thanks a lot
older version
Alright, gotta download from mod.io directly. Others can get glitchier mods because of mod downloading messing up. As if offering old ones wasn't bad enough.
probably just didnt restart
Resubbed for the pre-artifact version. Unless the artifact update is when you fixed these, I blame the mod browser. Not resubbing for artifacts is my bad though.
Yeah,the artifact version is where's its fixed,also rolling out a new update right now regarding the other things mentioned
And then i go sleep, finally
Tried some 3d modelling, found out i do really cool muzzles,but absolutely awful guns 
Thanks for checking everything out! If you need any help to test something,lemme know
Mod updated.
On a side note, I cannot select the MAM-15 Enforcer, due to a ui issue
Free unlock might be the cause.
That's for onion not u
ah understandable
Don't think that's cause of free unlock , more like cuz there is 3 specializations in one class which is too much
Most other specializations are free unlock too,if i remember correctly,and they can be selected just fine
Will figure something out
I'd change it to 0 currency unlock just in case.
Eh, will change it tomorrow , need to get some sleep before work
Oh, could you perhaps check the
Cursed weaponry and tinkerer's special actions
CTESW - 07.9 <STYLE=PURPLE>"Chaos has an unassigned action
Im thinking they cause reset, which is why I put them on self delete
Strange,not supposed to be like that
Last time i checked it was only 1 action (the retrofit) and nothing else
I recall reading that delaying deletion is going to be deprecated in the future so either set delay to 0 or make a path that checks for timer.
Alright
Note for modders(near the bottom) in the patch notes of U13
Also setting path type to instant once is pointless if it's guaranteed.
Got it , alright, thanks again,gn
Dissolver's plasma leak targets self instead of nothing(not harmful yet but can start any time, no target = crosshair) and increases the amount of free extra shots by 10%, which does nothing unless the stat is at at least 10 without % increases instead of whatever you wanted it to.
The explosion used by cryo synthesis ammo seems to have no action assigned to it.
Engine destroyer seems to have an unassigned action.
thats my gun. I dont remember actually how it works. After some old update, the weapon broke, but it hasn't been fixed since.
Since action names(the editor part) don't say what weapon they're meant to be in, I can't check if the intended thing(after fixing the action reference) would work.
Thermometer reduces recoil by a flat value instead of a %. Is that intended?
Supposed to be like that
Yes
It is going to be deleted soon
Will fix that
Overcharge release spawns it's actions for only 1 frame fue to the path type being passive condition.
Damn, looks like i will have to revisit everything, these updates always mess something up ffs
Pyromaniac increases reload speed by probably more than intended. The 0 duration modify stat result will be running multiple times since it comes from a trigger condition path. The increase is 0.7% * stacks *** how many times the path triggered**, making it quadratic. If the last part isn't intended move the reload speed increase to a no condition passive path.
It does that TWICE for the first 100.
Oh well, another thing to fix
Mass accumulator's explosion's damage is increased by power. Scaling coefficient is not 0.
Kraken has a not assigned extra ammo.
Everywhere where it's 0 scaling
It's supposed to be like that
Fibi's gun,will fix it though
Thanks for letting me know
Sleeper bullet uses manstopper's description. Confusing.
Nova 90 has a not assigned action.
Is railroad supposed to be categorized as a marksman rifle?
Yeah
Will fix, and change s bullet descr
Separator has a not assigned action.
Star rush has mentions a damage buff it it's note despite not granting one. Might be sharing it's note with something else.
is it? it suppose to buff movement speed/reload and firerate for 1-2 next shots
no damage buffs
also bruh
Wperk SL - Ammo Regeneration claims to add up to 16 ammo regen but does 12.
Doesn't buff merely claims to.
it definitely shouldn't be. Either by accident, or in the process the perk had a different concept, but then forgot to remove the line about the damage buff. But honestly I don't remember and don't understand why it's there at all
In the campaign I don't get to see the teleporting due to being out of bounds in I don't know what direction instantly.
Don't do equals random percentage. connect them with and instead.
thats not my gun. And, if i remember, its very first gun in this mod
иди спать блять)
XARP - 29's switch doesn't explain which bunch of stats is for which state and path 2 works for 1 frame.
Да не заснуть уже, пизда
Huh
Movement started is true for 1 frame(don't use it) and the path type is passive condition.
With that much stuff done the headache shouldn't be there anymore.
Hope so, just need to fix all that,and then fix it again next update
But really tho,have to take some kind of break from modding some time soon
Too much already
To have an easy to see crosshair while holding kraken you can make it's ammo have high range and 0 lifespan and it won't have any side effects. I'm sure this works I've done this already.
Looks like this after:
That's all for guns with gun-specific perks. If another gun resets then it's because of a tech perk or something else.
Alright, updated the mod , with fixes on the things listed here
Should be good now,i hope.
Changed,still the same problem, looks like three specializations is too much for the game
I appreciate all the work your doing @pulsar flower
and its adding a lot of enjoyment to the game for me
Thank you! I'm really happy that you are enjoying it. Stay tuned for next updates

Yeah!
If you find any bugs or translation errors, report them here
you got it
And feedback in general is welcome
there's a few spelling mistakes and formatting stuff, although to be fair, I don't know if its from your mod or anothers because I am runnning a few more weapon mods at the same time and a few more perk mods
You can easily differentiate my mod from other by how it's spelled
I Have Everything Like This
Ahhh okay
Yes, yes it will

Also,if you get to the third floor and find RZ squad,lemme know
All new enemies are from this mod,i have a monopoly on them rn,XD
What are the properties of the RZ squad?
Radiation weapons, about four to five of them,green coloured
got it
There is also the SAT squad on the first floor
You probably encountered them already,they spawn quite frequently
Yeah
The FA-MR red has a massive move speed buff on it
this is with the starting pistol
this is with the the Red
The move speed increase isn't listed anywhere
Did you restart the game?
yes
How can you tell it's the newest?
Looks like it's the perk
Oh boy,so many mods
Maybe I had a false negative when it worked after the rarity change.
I am going to disable all the mods and only have Synethetik+
Oh right
to prevent any other issues
Many were released in U13.
red iirc oh, rarity, nevermind
@cloud gyro if it was white then you're on the wrong one
RED is purple rarity
Can you send me a screenshot after you restart
Yes
I've disabled everything to just focus on Synethetik+
Alright
So, everything work on my end,the cursed weaponry,and tinkerers special now doesn't reset everything
Only have to make experiment 02 work now
Which is super cool,as most problems are solved
Im even in loop rn
im having bad rng with shops, haven't been able to get the fa-mr red as an option
Dont worry about it too much, pick one specialization which is finished and have fun
Experiment is buggy, and i will make him work over time
Yeah, also ran into dudes with a green circle
green aura and green circle surrounding them, radiation weapons
Ah,how was the fight against them?
They are relatively more difficult to kill, but not too difficult
OH MY GOD THEY CAN GO INVISIBLE
they have the camo
Uhhhhhhh
I don't remember them having camo
Alright,no problem, probably my memory is just bad
They have like three or four of them with very rapid fire weapons
And one with sniper like
The initial group I fought didn't go invisible
Correct?
Ah

