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1.129 (Stray Dogs)

- Melee block moves can no longer be use while being interdicted
- Bombs and rockets from actives/passives are now deployed with a way longer collision timeout
- Bosses now show float text once they addapt to certain dots or debuffs
- Fixed a bug where Strays would unlock after final boss kills if the boss wave was 4-6 or higher (?)
- Fixed a mouse aim related chest tooltips exploit
- Fixed intermission stat sheet prompt not appearing if mouse aim is enabled
- Fixed something secret not unlocking correctly (?)

1.130 (Stray Dogs)
- Diying in endless no longer triggers wave completion unlocks for the current wave
- Taking heart damage should now removes player EMP effects
- Fixed a ui scale related bug causing active to be show as fully charged after returning from pause menu
- Fixed Shot Displacer cursor angle not resetting when entering intermission
- Fixed a bug causing bombs/rockets spawned by actives/passives to phase through geometry for a short while after deployment
- Fixed Skyborne tooltip not mentioning that it also decreases player invincibility time
- Fixed a problem causing VOTL enemies to phase through the ground if killed by ground collision
- Fixed a bug causing wins with MK2 jets to also fainbow flash stray jet title text
- Fixed title carriers not changing to stray variants correctly when returning to title after stray jet where selected

1.131 (Stray Dogs)
- Skyborne damage requirement no longer completely resets after each wave, instead it decays each wave by an ammount that scales with Skyborne stacks
- Skyborne tooltip is more detailed now
- Your current Skyborne regain requirement is now listed on your jet stat sheet
- Nerfed Shard Shield damage and shot count scaling
- Sniper Choppers will aim a little more carefully now before initiating their attacks
- AM Storage Balloon spawn count is now capped (very highly)
- Fixed a problem with some new weapon unlocks not being loaded correctly
- Fixed a scenario where HP altering passives would prevent War Room Shell from dying
- Fixed Technophage: True DMZ not bestowing the full charge per damage bonus on starting actives
- Fixed Technophage: True DMZ not disabling melee charge attacks correctly
- Fixed some ground enemies dropping shield replicants regardless of cap - Fixed Tactical Nuke not displaying the non-retaliation active icon after being used for the second time - Fixed a bug causing the nuke base shield generator to imidiately spawn a new shield whenever it has been taken down
- Fixed a bug causing the nuke base shield generator to spawn a new shield while dying
- Fixed run end arrows not appearing in endless (?)
- Fixed low flying Super AWACS sometimes spawning in collision range with low floating islands (?)
- Fixed a bug allowing single shot weapons to fire two projectiles when initiating fire state quickly two time while the game is under strong hitlag (?)
- Fixed title carrier hangar cover not showing the correct variant cover when returing to title after launching runs with Stray jets

1.132 (Stray Dogs)
- Added some safeguards to ensure defeating Hybrid Corvettes triggers wave advance correctly
- Fixed melee block moves being disabled for the rest of the run if player jump is interdicted once