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HDog Version 1.100 (Realspace)

New Stuff:
- 30 new passives added
- 11 new weapons added
- 6 new actives added
- Added AA Tank enemy as late game ground opposition
- Added customizable controller support
- Added an option for tooltips and extended item descriptions during intermission/pause
- Added color options for ship reticle and mouse cross-hair
- Chests containing weapons now look distinct from regular chests - Finding weapons with strictly bad prefixes now grants you an SRM refund
- Added a couple new high end weapon prefixes
- Store ships now have one-time-use flare pods, allowng them to counter enemy homing missiles (once)
- Zone based wave objectives can now be auto completed with a few specific actives
- Laser and photon weapons now have a separate damage multiplier (scaling less with some damage up, but gained their own items to support them)
- More damage ups now only affect certain damage types (kinetic, explosive, photon, melee); item quotes will now mention which damage types they affect
- Added tooltips to option menu
- The game now automatically renders way larger when resolutions beyond certain thresholds are selected
- Added additional resolution options
- Added UI scaling options

Adjustments/Balancing:
- Hoopoonite Injector chain jump dodge time bonus decreased - Slightly reduced store ship health
- Field Juggler Drones are more common in zone 4 now
- Scatter drones can no longer spawn in zone 4
- Zone 4 can now have the "Strafe Ground Convoy" objective
- "Survive" objective is given less often in zone 4 now
- "Destroy Mounted AA" and "Destroy Mobile AA" objectives have more varied targets in later waves
- Higher escalation levels now allow the final boss to choose more threatening attack phases earlier in the fight
- Added some sound and hitlag to successful player melee parry
- Reduced armor bonus for gold VOTL elites
- Your rivals explosive jumps detonate faster now
- Finishing a melee combo now initiates a slightly longer weapon cooldown
- "Raid SRM Storage" objective targets drop less SRM, but are more numerous now
- Heavy Railgun damage and jet weight penalty increased
- All normal grenade launchers shot lifetime reduced
- Whip multi strike charge time increased
- Whip damage sway decreased
- Machine Heart, Kinetic Heart, Lost Mission Intel and Perputual Energy Device effect chance now benefits from your current coolness
- Added custom behavior for mouse controlled items when game pad controls are enabled: - Flock Drones fly in loose formation with your jet - Turret Mount now auto-turns towards the closest enemy - Hyperspace Gravitas creates an attractor beacon in front of your jet when jumping - Shot Displacer fires shots from way in front of your jet - G-Link ammo homes to a position in front of your jets - Sector Shield auto turns towards the front of your jet
- You can now switch between mouse and key aim while on the title screen
- Title screen can now be controlled with mouse cursor
- Lowered health drop chance bonus of some items
- Nerfed Shield Coil a bit
- Cover Fire Algorithm fires way faster now
- Minimal shield regeneration is higher now
- Tier 1 fighters now generally explode into more debris on death
- Scatter Ammo shot size penalty now caps at x0.5
- Scatter Ammo fire rate penalty decreased, now also caped at x2.5
- First stack of Rubberized Ammo will now lower beam damage by 50%
- #shotBounce weapon prefixes now also lower damage of beam weapons
- Hardlight Crysalis buffed
- Slightly increased the time needed to hack store ships
- HE Ammo explosion size scales more with shot damage now

Bug Fixes:
- Fixed a theoretical scenario where axillary boosters would remain enabled during dodge jumps
- Fixed Hoopoonite Injector stacks and interaction with certain items allowing the player to remain in the jump state after chaining multiple jumps - Fixed MK2 jet unlocks triggering repeatedly upon beating the game
- Fixed End-Tech Code Breaker active being able to be used on chests that are already unlocked
- Fixed a theoretical scenario where chest related actives could affect multiple chests if they are too close together
- Fixed Shard Shield activation not taking hitlag option value into account
- Fixed fighters colliding with ground not fully destroying them (leading to delayed SRM drops underground)
- Fixed a bug causing consecutive player homing shots to all home in on the target your previous homing shots had acquired first
- Fixed a Shield Replicant sound effect bug, causing it to play other pickup sounds on top
- Fixed a bug causing [redacted] to fire all its flares at once
- Fixed a few bugs causing weapons to drop with worse prefixes than intended
- Fixed Planetwide Cyper-Taunt only affecting your coolness after resetting it on the next hit
- Fixed player beams moving off origin point when gaining homing force
- Fixed bad hitbox on enemy railgun shots
- Fixed firing with turret mount equipped not actually applying recoil in the direction your are firing
- Fixed weapon UI being respawned off position when entering pause while weapon card is shown
- Fixed store ship destruction not removing the objective direction ui element correctly
- Fixed Orbital Support: Bomb Displace repeatedly unlocking
- Fixed a bug where moving away from laser sniper choppers would displace them without removing their beam (potentially leading to instant damage from opposite side of the map)
- Fixed green "hazard ops" VOTL enemy attachments not spawning with the correct color
- Fixed a bug where enemy evade actions on hit are checked before shot EMP is taken into account - Fixed irregular timing on Floatoid Cealaformer photon phase
- Fixed bad unlock text for Infrared Auto Laser
- Fixed Shield Coil not being in the loot rotation
- Fixed flock drones being unable to move again
- Fixed a variable bug causing drone count to never be considered below your current limit when attempting to convert dying enemies
- Fixed Flock drones being unable to move and reload
- Fixed missing behavior for Flock drones during credits sequence
- Fixed 4k resolutions breaking intermission store ship and chest positioning
- Fixed entering intermission scene with mouse aim enabled not hiding cursor correctly
- Fixed a bug where using Emergency Displace would deplete your shield overcharge
- Fixed shield overcharge decay not taking effect
- Fixed overcharge effects not displaying your shield
- Fixed a bug causing nuke base boss shield generator to not spawn a shield (?)
- Fixed a bug causing title button prompts to not spawn correctly
- Fixed SRM counter not remaining affected by UI scale option after picking up SRM
- Fixed SRM counter not resetting to base ui color correctly after scaling down
- Fixed large stacks of close by sticky detonation causing too excessive hitlag
- Fixed player melee attacks turning towards jet nose (not towards turret fire direction) while Turret Mount is equipped