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Hyperspace Dogfights

Jet-combat roguelite, occasionally with swords and 300+ other items to strap onto your jet. · By sleeper_games

change_dog.txt Sticky

A topic by sleeper_games created Mar 28, 2017 Views: 3,684 Replies: 72
Viewing posts 61 to 73 of 73 · Previous page · First page
Developer

Hyperspace Dogfights Version 1.178b (No Masters)


Changes/Balancing
-SRM Decay rail no longer scales linearly and now has diminishing returns
-Flexlight Bow shield delay increased
-Reduced Drone Flock fire rate penalty (15%, was 20%)
-Successfully using Blood Sacrifice now counts as taking one tick of damage and triggers on-damage effects (one time)
-Jet-Black Mirror Paint now also makes you deflect all photon attacks for 1 second after it activates
-Jet-Black Mirror Paint is tier 3 now (was 2)
-Piercing comes with stronger damage reduction on subsequent hits now (35%, was 10%)
-Piercing damage reduction no longer applies to melee
-Dmg vs Massive multiplier no longer applies to thrown melee
-Starfire weapon prefix now grants higher damage bonus if the affected weapon already uses photon attacks
-Rocket Drone attack rate buffed
-Rocket Drone now try to go on a suicide run after they have been killed
-Photon Juggler Drones now eject one last barrage of photon shots when they die
-Cealaformer beam attack now scissors inwards
-Cealaformer photon shot attack is now aimed more towards the player and can cover deadzones to the sides
-Photon Cealaformer (elite) beam attack now covers a larger cone faster but fires less beams (6, was 8)
-Bosses with missile phases now generally switch to other attacks faster if they have few vls attachments or none remaining
-Rival melee passives now affects how fast it goes into CQB mode
-Rival Mass Ammo shot speed penalty reduced
-War Room now destroys and respawns all it's shield units during defense phase
-War Room Shell emp range decreased (should no longer fire when you are already entering tunnels)
-War Room beam pulse turns speed while firing decreased
-Drone spawns on war room elite variant are now capped
-[redacted] is less capable of avoiding collisions now
-A certain speed related technophage now also enables redout
-Iron Dog now increases boss elite chance by 100% and also increases overall enemy spawns by 100% (within caps)
-Lowered Iron Dog regular enemy elite chance (20%, was 50%) and wave heart drop chance penalty (10%, was 25%)
-Decimate wave goal is now shown as completion percentage instead of actual enemy kill values
-Boss death DMZ effect no longer affects anti-matter storage balloons
-Boss flawless unlocks no longer requires bosses to be previously defeated -Non explosive enemy shots no longer spawn rock particles
-Low damage player shots no longer spawn rock particles
-Added float text for melee shatter

Bug Fixes/Optimization
-Optimized how flock drones convert enemies
-Optimized how flock drones and other allies check for shot collisions
-Damage from Blood Sacrifice and Stim-Sixpack no longer resets coolness and no longer counts against flawless
-Vertice shield now needs to regenerate all damage it takes instead of resetting to 0hp on final hit
(previously it would reactivate immediately if shields are off cooldown)
-Changed speedrun clock text position to avoid clipping with changing intermission text
-Added safeguards to prevent a potential crash related to shard shield shot count calculation
-Fixed large amounts of deflection on a single player shot/melee block causing excessive redout
-Fixed shots deflected by H-Roll Barrier causing excessive hitlag (?) -Fixed casualty count not rounding on jet stat sheet
-Fixed a problem causing enemy beams to not extend correctly while player is in jump state
-Fixed some enemy caps not increasing correctly in speedrun mode
-Fixed a problem preventing unlock sound from playing if a shot impact is currently in progress
-Fixed a problem where a discontinued cheat would still trigger cheat mode save lock
-Fixed bounty hunter database failing to activate when eliminating speedboat targets -Fixed bad unlock icon on Photon Splitgun
-Fixed Fragmentation weapon prefix not overwriting fixed scatter patterns correctly
-Fixed two stray gear unlocks triggering repeatedly
-Fixed bad attach pos for angular attack tells on specific frames of armored suit (?)
-Fixed some typos

1.178b (No Masters)
-Guided Ammo now only affects shots fired from player craft (excluding certain active shots and deflects)
-Fixed a scenario where Sector/Vertice Shield would go offline for very long if it take excessive damage (now resets to current shield delay)
-Ultraviolet Chainlaser fire rate increased -SRM decay rail now has a small jet weight penalty
-Increased Iron Dog enemy elite chance to 30%
-Fixed Iron Dog only increasing initial wave spawns

Developer

Hyperspace Dogfights 1.179 (No Masters)

-Flak Ammo and Scatter Ammo now also increase shot sway by a flat amount (affects weapons with otherwise close to perfect accuracy)
-Shuriken piercing and damage vs massive reduced
-Shuriken now profit from additional melee bonuses (pierce bonus and damage multiplier)
-Melee attacks spawned from flak effects no longer trigger melee shatter
-Forces from melee shatter no longer contribute to redout
-Adjusted volume on Overdrive Coil ignition sound
-Jet technophage unlocks now trigger directly on victory (as opposed to returning to title screen) -Jet specific gear now unlocks on endless wave six for all MK2 jets and strays
-Fixed left over unlock triggers for jet-phages on endless wave six
-Fixed Shard Suspension not interacting correctly with accumulating damage melee strikes -Fixed Orbital Support: Laser Show not being able to reach ground targets
-Fixed EMP effects permanently disabling enemy shield generator attachments (?)
-Fixed shot force increasing weapon prefixes not applying correctly to weapons with negative force
-Fixed sfx from high damage explosion not obeying action sfx timeouts
-Fixed a problem preventing SRM Decay Rail from scaling
-Fixed Greater Good using wrong threshold to calculate when it is lost
-Fixed Contempter Frigate attack blisters remaining disabled after attack jump if all boss attachments have been destroyed
-Fixed a problem preventing interceptor squadron from attacking if they get too enraged through multiple bonuses
-Fixed missing unlock condition on Hardened Barrier unlock message (400% overcharge)
-Fixed a couple unlock messages showing the wrong item
-Fixed decimate % counter getting confused by too hight decimate targets
-Fixed G-Link Ammo not enabling guidance reticle correctly when using controller -Fixed bad cropping on some background stars

Developer

1.203 (End-Tech)

New Content

-27 new passives added

-8 new weapons added

-3 new actives added

-Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless run

-Added a couple new weapon prefixes that make use of recently added weapon stats

-Added unlock menu ("Data Cloud") to the pause screen, showing tooltips and descriptions for unlocked items and silhouettes and unlock conditions for locked items

-Added a new hitsparks that trigger on all kinds of impacts (affected by enemy armor, shot procs and weapon type, replaces old shield particle system)


Balancing

-Coolness impact on loot quality is 50% random now

-Chest spawns above tier 1 now add a small amount of downgrade chance to that chest tier (+1%/+4%/+10%; up to 20%/40%/60%)
-Ranged and melee attack rate are different stats now and some items affect them separately
-Passive choice chests can no longer contain the same item multiple times (?)

-Shot proc chance minimums are capped now, counteracting situations where massive amounts of fire rate or shot count would eliminate proc chances altogether
-Vastly increased the threshold at which bosses become immune to damage cascade

-[redacted] armor increased

-Carrier engine crit exposure nerfed and health increased

-Drone enemies now have small amounts of armor

-Nerfed shuriken and bow shot collision timeout

-Added damage charge timeout to: Bomb Bay, Rocket Rack, Rocket Pod

-Kinetic Burst Cannon burst count and fire rate increased
-Advanced Kinetics damage increased

-Kinetic Repeater base damage increased, fire rate decreased

-Phase Flak damage increased

-Electron lazer fire rate nerfed

-Halberd fire rate and damage buffed

-Experimental Coilage max shield gain and gain rate nerfed

-Broken Heart now breaks two hearts

-Perfect Prism is now tier 3 (was 2)

-Replacement Body is now tier 3 (was 4)

-Determination Core is now tier 4 (was 3)

-Simple EMP Device is now tier 2 (was 3)

-Radiation Shielding now affects nanowire

-Top speed and boost ignition are now capped at 1000%

-Flock drones now take 6 damage per second when colliding with floor or props (instead of instantly dying)

-Special Ammo now also grants a bonus to sticky payloads, photon armor piercing and EMP weapon crit chance

-Hardlight Crysalis has an additional effect now

-Phase weapons can now be fired during jumps

-Hyper Shields/Hyper Hardening invincibility now deflects all attacks, including photon. Icons have changed to _reflect_ that.

-Bullet repel effects (like from Reverse-G Field) now culminate in a radial deflect when they end

-H-Roll Barrier duration nerfed

-Hyper Shields and Hyper Hardening duration nerfed

-Hyper Shields and Reverse-G Field charge requirements changed


Quality of Life

-Added a new, larger reticle for maximum traceability on mouse aim

-Jet stat sheet now takes more factors into account for when it shows acceleration

-Shots with guaranteed emp, photon shield pierce or sticky effects no longer overwrite damage number float text, but float text still changes color to visualize the guaranteed proc taking effect.

-If non-multiplied accumulating damage exceeds the remaining health of a hostile you now get OVERKILL! text

-Slowed melee attack rate no longer decreases combo window
-Speedrun mode no longer allows boss elites to spawn unless boss elite chance is increased by other items

-A couple old-school weapons have their paintjob changed to better reflect their power level


Bug Fixes

-Removed a potential cause of large amounts of residual forces in flock drones after leaving an intermission

-Reworked weapon anims to have them sync better with changing fire rates

-Fixed SRM Decay Rail not reducing it's damage correctly when it increases in shot count
-Fixed explosions missing some effects if not spawned from shot->enemy collisions

-Fixed a scenario where player armor piercing bonuses would be applied multiple times to player attacks

-Fixed some inconsistencies for when player shield damage text is displayed when taking damage from explosions

-Fixed melee weapons continuously shattering if particles are disabled in options

-Fixed turn rate caps not being applied on Zero Friction parts

-Fixed Sentient Battery only granting its increased bonus charge to low-req actives if they are acquired after the battery

-Fixed a late game technophage not showing victories on title screen

-Fixed slow melee attack rates locking player out of performing melee combos

-Fixed credits music track persisting for game relaunch

-Fixed a few instances of locked items being added to the loot pool if specific other items are unlocked

-Fixed Hyper Hot Combat Chip still affecting time in intermission and credits

-Fixed double entries for accuracy on jet stat sheet

-Fixed hatch displacer accuracy bonus overflow due to lacking cap

-Fixed revealed items in regular locked chests not showing their tooltip when using mouse item

-Fixed rage squadron acting too chill
-Fixed double entries for accuracy on jet stat sheet

-Added a minor timeout to active activation in an attempt to fix a rare crash

-Fixed a problem prevent weapons that deal both explosive and direct damage from using accumulating damage modifiers
-Fixed hatch displacer accuracy bonus overflow due to lacking cap

-Fixed a tiny chance of active drops exceeding the per-zone limit

-Fixed SRM Replicator tooltip breaking if it is put into a chest while in the used state


1.204 (End-Tech)

-Fixed a problem causing technophages to show as locked in data cloud, regardless of unlock state

-Multi-phage runs no longer disable phage victory/mastery unlocks

-Instead, a few specific Technophages that are classified as "run changer" now disable phage victory/mastery unlocks for challenge phages

-Fixed Stygian Material not showing up in pause screen


1.204b (End-Tech)

-Fixed a problem where beams not directly fired from player would be treated like projectiles for impact generation, leading to a visual glitch

-Added notification after carrier launch when playing with run changer Technophages


1.204c (End-Tech)

-Fixed player bombs not getting balistic gravity assigned

-Fixed run-changer phages partially enabling god mode

-Force Gun now fires full auto

Developer


1.205 (End-Tech)
-Store ships now drop leveled amounts of SRM on death
-AA tank shields turn a bit slower now
-AA tank objective target count max and scaling decreased
-AA tank objective generates targets with more distance between them now
-Kinetic heart scales slower now  

-End-Tech scanner can now also be used to reveal ??? items
-Fixed bad chest content ID for Orbital H-Weapon  

-Fixed beams fired from gun drive displaying projectile shot impacts (?)
-Fixed double entry for accuracy on jet stat sheet
-Fixed Projected Lenses pause entry
-Fixed enemy melee strikes continuously colliding with sec-shield/orbital plate if not also connecting with the player
-Fixed kinetic heart not updating health UI correctly
-Fixed a few scatter weapon prefixes not interacting correctly with fixed spread weapons

 

1.206 (End-Tech)
-Technophage related unlocks in the data cloud are now hidden until their phage is unlocked
-Technophage related unlock conditions in the data cloud now mention which phage they correspond to
-Adaptive Envelop now works based on damage taken from enemy shots and explosions (collision damage and player explosions do not count)
-Adaptive Envelop shield gain threshold decreased (900%, was 1200%)
-Adaptive Envelop stacks now also increase the shield gain from adaption
-Killshot hitlag no longer triggers while you are in a jump
-Improved sound handling for player homing missiles
-Added cap for shield regeneration delay
-Blue carrier elite variant now launches fighters immediately and has increased ad spawn rate and health  

-Fixed Processing Power: Weapons not affecting melee attack rate
-Fixed Hyper Shields active not granting photon deflection for its duration
-Fixed Blood Sacrifice still being able to deal lethal damage  

-Fixed missing pause description for love
-Fixed lies in some data cloud unlock conditions
-Fixed bad collision handling on Hardlight Phalanx Set (?)
-Fixed a problem causing wave randomization functios to trigger mutliple times when exiting intermission
 

Developer

1.206b (End-Tech)
-Fixed a problem preventing wave randomization in bossrush mode
-Fixed Foamed Cockpit not updating player health ui
-Fixed a scenario where multiple stacks of Adaptive Envelop would not increase shield up to the max threshold
-Dogtags stacks now also increases the damage bonuses you get for each escalation increase

Developer (3 edits)

1.206c (End-Tech)
-Piercing shields with beams no longer triggers pierce damage reduction
-Fixed missing shield max cap on Emission Mask
-Fixed a recent problem causing [redacted] to permanently disable shield regeneration after attempting to fire a weapon
-Fixed a bug causing Jump Blades to charge during intermissions  

1.206d (End-Tech)
-Fixed Mirror Paint and Ablation Layers not restoring during intermission

 

1.208 (End-Tech)
-Flak shot sub-munitions can now inherit kill shot
-Certain status effects (Cascade, EMP, Kill Shot) will now only be passed on to a single flak shot sub-munition
-Added "Charge" section label in datacloud
-Fixed Cover Fire Algorithm removing overcharge effects
-Fixed Crowdsourced Displacer hyperdeath effect resetting current coolness
-Fixed Shot Displacer cursor not interacting correctly with fire-direction altering passives
-Fixed active item charge values not displaying as integers
-Fixed some weapons that are described as scatter not actually counting towards unlocks that require scatter weapons
-Fixed first intermission hiding escalation UI on the first 10 runs of a new profile
-Fixed deflect power on stat sheet showing the multiplier instead of actual %

1.209 (End-Tech)
-Fixed most explosive weapons not actually counting towards unlocks that check explosive weapon count
-Fixed Buster Ammo pickup glitch
-Fixed bug causing title carriers to not move correctly offscreen on very large resolutions

Developer

1.209 (End-Tech)

-Fixed most explosive weapons not actually counting towards unlocks that check explosive weapon count
-Fixed Buster Ammo pickup glitch (?)
-Fixed bug causing title carriers to not move correctly offscreen on very large resolutions (?)  

1.210 (End-Tech)
-Fixed a bad attachment point for break engine burn on the Eye MKII
-Fixed Phase Proxy Cluster launcher showing as a different weapon on pause screen
-Fixed another problem causing SRM Decay Rail to unlock repeatedly
-Fixed a potential problem forcing VSync

Developer

1.212 (End-Tech)

- 6 new passives added (mostly unlocked by reaching certain global completion percentage)

- 3 new actives added

- Missile Maker is now tier 3 (was 4)

- Reduced explosive displacer dmg vs shield (25%-->10%, affects self damage)

- Added some safeguards to ensure that entering intermission does not prevent dying store shops from dropping their SRM

- Stimpack now applies enrage immediately on use, eliminating situations when active auto-skip on jump would prevent the full effect

- Boss Rush now disables endless mode

- Blade Hull collision damage taken reduction now affects ground and prop collisions

- Fixed Blade Hull never actually reducing collision damage taken from enemy collisions :o

- Fixed flak effects using current player muz flash anim instead of the one used by their shot - Attempted to fix an unclear case of item IDs not getting written into gear_get.txt when taking chest content

- Fixed some typos

Developer

1.214 (End-Tech)
- Fixed sector shield not recharging correctly when player main shield is already charged 

- Fixed first burst after weapon switch only firing a single shot

- Fixed melee weapons not initializing first combo correctly when switching to them

- Fixed some typos

Developer

1.215 (End-Tech)

- Flexlight Bow charge damage buffed (6-->9)

- Adjusted text colors for Quantum Augment effect to be better contrast with various possible backgrounds

- Added a safeguard that makes combat chatter display a default [unintelligible] if it fails to load a chatter entry
- Slightly optimized the way loot id is checked when picking up items

- Lowered count requirements for death/games played unlocks

- Space tether kinetic barrage wave count reduced (4-->3)

- Space tether rocket phase now starts with higher fire rate but slows down over time

- Space tether emp phasees: attack rate nerfed

- Space tether segments are now valid homing targets (but are still immune to missile redirects)

- Fixed situations in which opposing side space tether would not randomize it's attack phase correctly (?)

- Fixed stray pixels on a shore rock sprite

- Fixed a Mil-grade Cornucopia not unlocking correctly (?)

- Fixed Shield Overcharger requiring 10 times more max shield to unlock than advertised

- Fixed some item related unlocks requiring another item to be picked up in order to trigger

- Fixed uranium armor self damage resetting coolness

- Fixed missing description for Mirror Sphere active

- Fixed a missing entry on wave advance chatter

- Fixed boss rush not disabling endless mode correctly on specific run conditions

- Fixed some typos

Developer (1 edit)

1.215b (End-Tech)
- Fixed a bad interaction between kill shot procs and night vision zone
- Added a safeguard to counteract situations in which the space tether would not randomize an attack phase correctly
- Space tether defense sliders are now immune to most status effects
 

1.216 (End-Tech)
- Drone Flock now adds a marker on your ship to make it stand out more from your flock
- Lowered damage flock drones take from prop/ground collisions (12/s-->4/s)
- Fixed player sometimes being able to take ground/ceiling collision damage during jumps
- Fixed player position helper appearing too early when colliding with command system zone ceiling
- Fixed some typos

Developer (1 edit)

1.218 (End-Tech)

- Fixed a Mil-grade Cornucopia not unlocking correctly, again (?)

- Fixed player gaining more charge from damage than intended

- Fixed some enemy wrecks still granting charge when damaged

- Fixed boss rush mode still enabling endless under certain conditions (?)

- Taking heart damage should no longer interfere with accumulating damage

- Fixed some typos

Developer (1 edit)

1.222 (End-Tech)

- Heatsink Launcher now starts with 3 max charges.
- Hardlight Harpoon is now tier 2.
- Hardlight Harpoon no longer uses charge if it does not find a target.
- Some effect from Crowd-sourced Displacer are now capped.
- Changed Quantum Augment float text colors to better contrast with all possible intermission backgrounds.
- Added fallback behavior for player missile marks if no homing targets remain.
- Added fallback to ensure that a late game boss dies correctly.
- Fixed [redacted] being extremely astonished by your ability to parry melee.
- Fixed chest malfunctions never taking full effect on opening.
- Fixed some beams not being able to profit fully from high shot bounce stat (?)
- Fixed Active Amp being assigned to multiple loot pool tiers.
- Fixed scenarios in which jets could take damage from atmospheric entry when launching a new run (?)
- Fixed nearest threat indicator pointing towards non-threatening objects.
- Fixed underground ceiling shot collision not taking effect.
- Fixed fury shield dash applying regular dash counterforce.
- Fixed Sticky Ammo using wrong pause description.
- Fixed Heatsink Launcher breaking a late game challenge mode.
- Fixed Hardlight Harpoon sometimes turning into a permanent zero damage nanowire.
- Fixed Hardlight Harpoon being able to target attachments that have already been ripped.
- Fixed Hight Altitude Carrier launch force being applied to other fighter enemies.
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