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(1 edit)

1.158 (No Masters)
- Rival passives now impact it's health by less overall
- Shortened collision timeout on deflected explosive shots
- Improved unlock sound management
- Fixed a problem causing Flak Mech Turrets to misfire if player flares are present
- Flak Mechs should now correctly treat player flares as possible targets
- Fixed phage runs permanently muting pickup quotes (?)
- Fixed intermission text interfering with speedrun phage text

1.159 (No Masters)
- Player explosive weapons now have their damage vs shields reduced by 75%, affecting performance against both enemy and your own shields
- Sticky explosions and explosive shots from active now also deal 75% reduced damage vs shields
- Chest tooltips for unidentified items are now universal, no longer unintentionally revealing the category of the item
- Chests being unidentifiable impacts unlock cost by less now
- Fixed Ultraviolet Autolaser not displaying pause tooltip correctly
- Fixed a problem related to escalation increase and [redacted] stray
- Fixed unidentified loot chance not affecting chests with active items correctly
- Fixed Photon Duplex drawing prefixes from burst pool instead of scatter, potentially breaking the weapon
- Fixed boss elite replacement attachments not attaching correctly to certain bosses (?)
- Fixed boss rush mode breaking enemey spawns in endless mode (?)
- Fixed a problem allowing player max health to exceed the maximum of 10 hearts with certain item combinations, breaking the ui - Fixed some typos

1.160 (No Masters)
- Added some additional variants for enemy death spark vfx
- Added float text for when radiation procs finish corroding enemy armor
- Added custom laser phase for Photon Cealaformer elite variant
- The shield focused Cealaformer elite variant now also has lower shield cooldown
- Bosses will now adapt to being stunlocked with jam/disorient
- Tether EMP spread during swipe phase is now more random
- Somatic Infrared fire rate, cascade chance and crit chance nerfed
- Photon Duplex shot count reduced
- Photon Duplex/Dual Scattergun/Heavy Kinetics fire rate nerfed
- Modified Ripjump icon to make it interact better with mouse select
- Fixed Phase Proxy Cluster submunition explosions size still being smaller than shot hitbox
- Fixed picking up Gladiator Aegis still not immediately disabling jump
- Fixed bad chatter ID for Sniper Chopper hit chatter
- Fixed bad pickup quote ID on Hyperspace Suspension
- Fixed certain attachments still not attaching correctly to carrier elites
- Fixed Speedrun Mode zone and wave type limitations not applying correctly
- Fixed some typos

1.161 (No Masters)
- Rival Skyborne no longer triggers if rival is at full health
- Transmute Debris now scales with wave count
- Store can no longer appear right before the boss, eliminating a scenario where this would prevent forced weapon drop per zone
- Photon Ammo photon damage bonus and photon chance increased
- HE Ammo and Sticky Ammo now also grant a bonus to explosive damage
- Hyperspace Gravitas is now tier 2
- Somatic Infrared is not tier 3
- Improved collision on some Ruins zone ground props
- Increased SRM Decay Rail money consumption
- Fixed a problem preventing rival Skyborne threshold from increasing correctly
- Fixed rival always having Skyborne enabled (?)
- Fixed short prefix applying an incorrect damage bonus
- Fixed first wave not increasing escalation over time correctly
- Fixed a bug causing the game to remove an additional heart container if Greater Good is aquired after already causing high civilian casualties
- Fixed Greater Good not removing heart containers correctly if multiple stacks of the passive are equipped
- Rephrased speedrun phage unlock message to better reflect the unlock condition

1.162 (No Masters)
- Reworked beam collision, fixed hit detection on long range beams (both hostile and player)
- Shield indicator now has a faint amount of base visibility even in situations where your shields are just slightly below full
(matters for certain jets with low starting shields that take damage from certain shots unless they are at their max shields)
- Small enemy attachments no longer have any density, some bosses also have reduced density (results in less melee shatter and better pierce shots)
- Some larger enemies have slightly higher density now
- SRM Rail shot size scales slower and caps lower now
- Melee size is now caped at 400%
- Forces from player melee swings no longer contribute to redout
- Fixed too high density on corvette boss and nuke base shield generator
- Fixed final boss 1st phase attachments not displacing correctly
- Fixed hardlight shuriken active drawing some stats from your current weapon in certain circumstances
- Fixed a problem causing melee multi-strikes to apply additional melee force on player

1.162b (No Masters)
- Fixed flak effects not interacting correctly with beam weapons
- Added a safeguard to prevent player from becoming stuck in a jump-unavailable state when Hopoonite Injector is equipped