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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: 3,658 Replies: 72
Viewing posts 41 to 60 of 73 · Next page · Previous page · First page · Last page
Developer

1.116 (Realspace)

- Intermission stat sheet now displays your callsign too
- Space Teather defense sliders now continuously fire homing missiles when you remain between them too long
- Space Teather segment health increased
- Zero Friction Parts now decrease jet friction by far less
- Fixed player being able to take more heart damage even while jet is already dying
- Fixed some formating on intermission stat sheets
- Fixed some issues preventing Broken Heart from negating Love
- Fixed a bug causing enemy shield particles to be emitted at a slightly off angle when hitting enemy angular shields
- Fixed corvette jump markers not resetting their angle when marking the jump in point
- Corrected some tooltips

Developer

1.118 (Realspace)
- Added some additional possible jet and weapon properties to the intermission stat sheets
- Picking up items that lower you max health while having only 1 max heart will no longer kill you (instead leaves you at 1 heart container)
- Enemies can now be immune to missile lock, this includes most larger bosses (not their attachments), jam domes, but also store ships and enemy husks
- Player homing locks can no longer track enemies that are immune to homing lock, they will seek out the closest non-immune enemy instead
- Missile Hardpoints, Missile Manufacturer tracer shots and jump redirection will no longer work against enemies that are immune to missile lock - Last Resort Pod now fires faster in bursts of 5 with lower damage but more numerous shots
- Taking heart damage now auto charges Last Resort Pod to full
- Thanatos Turbine now only grants +200 charge to your active on heart damage and no longer increases charge count if stacked
- Lowered Hyper Shield charge requirement
- Hyper Shield gains charge faster from shield regeneration now
- Increased Hyper Shield duration (15s, was 9)
- Decreased Reverse G-Field duration (12s, was 15)
- Reverse G-Field is now tier 4 (was 3)
- Missile Hard-Points is now tier 3 (was 4)
- Gunships can no longer dodge jump if they are already dying or their boosters have been taken out
- Fixed a rare bug where the store ship would obscure shop chest prices (?)
- Fixed missing frame on Rainbow Unicorn Flamingo item anim - Fixed an possible issue where sticky shot chance might interfere with explosive damage actives
- Fixed nuke base angular shield not being displaced correctly when looping around the zone
- Improved some tooltipps
- Fixed some typos

Developer

1.119 (Realspace)

- Contained Explosion is tier 4 now
- Contained Explosion: Nerfed base damage multiplier per shot on all scatter weapons (can still escalate to broken levels if stacked ;)
- Scatter weapons that gain 360° flak shells from Flak Ammo now also get vastly increased accuracy for their initial shot
- Flak Ammo attack rate penalty decreased (20%, was 25%)
- Increased rivals knock-back resistance
- Reverted store ship homing lock immunity
- Bow shot and Hardlight Slab have smaller hitboxes now
- Fixed escalation text being positioned badly if returning from pause during intermission
- Fixed too large hitbox on the deflected version of heavy kinetic shots
- Fixed bad explosion point on Auto Scatter shots
- Fixed flak submunitions not inheriting sticky property correctly
- Added some saveguard ensuring the game doesn't launch with left over dummy targets in the combat scene
- Clarified some tooltips
- Fixed some typos

Developer

1.124 (Stray Dogs) New Stuff:
- Reaching endless mode wave 6 now unlocks challenging "Stray" variants for the jet you are playing with - Beating the game with the Strays unlocks Technophages, challenge passives equipable via the title screen that can be used on any jet
- Added 15 new weapons
- Added 6 new passives items
- Added 1 new active item
- Added manual block mechanic as part of two new melee weapons and one passive: jump replaced by forward melee block while holding jump button, scales with jump time and melee size
- Added duplex trigger mechanic on one new scatter weapon: single barrage, fires second barrage on trigger release
- Added framework that allows 2 new weapons to periodically change their stats depending on certain non weapon-related stats
- Endless mode now has some additional unlocks tied to it, up to wave 30
- Added a couple new late game weapon prefixes
- Unlock messages now give some hints about what triggered the unlock
- Refurbished Heart UI to be a bit more readable and more consistent with the rest of the UI
- Added something secret
- Numerous fixes and balance changes, see Stray Dogs Beta logs in change_dog.txt for a detailed breakdown

1.125 (Stray Dogs) - Contained rogue self-replicating drone swarm that was flooding the loot pool
- Fixed an problem preventing new item pause descriptions from being displayed
1.126 (Stray Dogs)
- Fixed endlessly multiplying phantom copies of new bounce weapons in pause menu

1.127 (Stray Dogs)
- Fixed some shot assets not being preloaded correctly, leading to slowdown when firing on some computers
- Fixed A Ton Of Money not dropping SRM
- Fixed HE Burst Cannon not appearing in pause menu

1.128 (Stray Dogs)
- Fixed a problem preventing tutorial compleation
- Fixed some pause menu passives having too large mouse over collision

Developer

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

Developer

1.133 (Stray Dogs)
- 2 new passives added
- Support artillery attacks will now get canceled if they target too close to the nuke boss warhead
- Tripple Barrel Chaingun starts with less dmg multiplier if Contained Explosion is equipped
- Your Own Rules and Hyperspace Streamlining are now tier 2 (was 3)
- AM Tipped Payloads is now tier 3 (was 2)
- AM Tipped Payloads increases explosive damage by less now, but increases explosion size a bit more
- Nerfed Wireless Energy charger per sec (1 --> 0.5)
- Wireless Energy is now tier 1 (was 2)
- Fixed Crowdsourced Displacer receiving charge req increase when rolling the cyber taunt effect, making it unusable until swapped in and out with another active
- Fixed HE Cluster Launcher screwing up the weapon portion of the pause screen if equipped - Fixed some weapon properties not being applied correctly to backwards shots fires from Gun Drive
- Fixed scenario where two chests could be selected and interacted simultaneously during wave intermission
- Corrected some typos

1.134 (Stray Dogs)
- Player homing shots should no longer home in on store ships
- Increased homing lock repel force when store ships use flares
- Drone Egg ally spawns are now limited to 15 drones (+your current limit from Drone Flock if you have it equipped)
- Nerfed "frenzied" weapon prefix accuracy penalty
- Fixed floating islands not being removed when entering intermission, potentially leading to off-screen loss of drones
- Fixed some hitbox inconsistencies on Electron Laser
- Fixed Kinetic Heart regeneration being able to trigger even when player is already dead
- Fixed multi shot Flexlight Bow (from Flak Ammo) using combo dmg instead of charge damage for its flak calculation
- Fixed Random Ammo not applying dmg penalty to photon and melee attacks
- Fixed Camera getting confused when killing Contempter Frigate right during its attack jump - Fixed missing explosive damage bonus on Mass Ammo
- Fixed some typos
- Corrected some tooltips

1.135 (Stray Dogs)
- Increased Armored Suit spawns in endless mode
- Slightly buffed G-Link Ammo cursor homing effect
- K-Wave Gun damage nerfred
- Eradicator Cannon damage buffed
- Force Scattergun knockback nerfed
- Hyperspace Oddity/Your Own Rules jump shield stress chance nerfed
- Jump shield stress can no longer deal heart damage, instead leaving you at near zero shield
- Shard shield now has a (high) cap on shard count
- Phase Aggregator affects Shard Shield shot count by less now, but also impacts shot damage by a bit
- Inflicted sticky payload on enemies changes their color now
- Shots can no longer apply their sticky payload a second time after piercing an enemy
- Fixed explosive shots loosing all explosive damage after bouncing off enemies in specific cases
- Fixed some inconsistent telegraphing for when Quantum Augment affects attack rate
- Fixed a bug causing too many particles to spawn when many high damage player shots hit rock props simultaneously - Fixed high enough Nanowire stacks being able to hit store ship during wave intermission
- Fixed stim effect from Crowdsourced Displacer making you addicted to stims, without a reliable way to get more
- Fixed jets stat sheet not calculating melee strike size correctly
- Fixed active charge bar displaying as empty if active is charged by maker passive procs
- Fixed too short shot lifetime on Electron Laser beam due to premature animation end - Corrected some tooltips and typos

Developer

1.138 (Stray Dogs)

- Explosive melee strikes now spawn their explosions further away from you

- SRM Decay Rail is now rated tier 3

- SRM Decay Rail money consumption now scales (-0.2 SRM every 10s for each wave you've completed)

- Weapon stat sheet in intermission now lists your current SRM consumption on SRM Decay Rail

- Weapon stat sheet in intermission also lists explosion size now

- Switched to expressing explosion size in pixels since the bonuses where always additive

- Reduced hitlag on flak shot submunitions

- Lost Mission Intel now also grants a bonus to recon speed

- Sentient Combat AI now also grants a bonus to hacking speed

- Jet stat sheet in intermission now also lists hacking and recon speed bonuses

- Fixed Cealaformer shield collision not deactivating correctly after being depleted in specific cases

- Fixed Anomaly Ammo explosion size penalty applying incorrectly

- Fixed some bosses being able to become targets for Bounty Hunter Database

- Fixed missing pause description on Ultraviolet Auto Laser

- Fixed Infrared Autolaser not appearing in pause screen correctly

- Fixed a problem causing Armored Suits to not avoid the ground correctly while EMPed

- Fixed a few typos

Developer

1.140 (Stray Dogs)
- Flock drone damage now scales with your kinetic damage multiplier
- Flock drone health now scales with your max shield
- Flock drones now regenerate using your shield regeneration x2
- Increased money drain when SRM Decay Rail is equipped
- Jump friction bonuses are capped lower now
- Boss husks now have a lot of armor, preventing active charge farming after boss kills
- Fixed Artifact Stack Printer calculating additional stacks incorrectly if used to print copies of another printer
- Fixed melee attacks gaining unintended shot speed from Nova Broadside
- Fixed a rare scenario where enemy boss engine burn would not be removed correctly after the boss has been defeated
- Fixed repeatedly selecting [Redacted] MKII increasing hack time bonus on any subsequent runs
- Fixed some typos

Developer (2 edits)

1.15 (No Masters beta)
Hot New Stuff
- Added a chain of five new Technophages:
Hardgrade: evolves the final boss fight
Iron Dog: enables hard mode
Regicide: enables boss rush mode
Prey: Enables speeddrun mode (always same bosses, wave count and zones, no objectives that have fixed minimal time to complete)
[Redacted]: [Redacted]

- Multiple Technophages can now be active during a single run and all Technophages can be freely combined, you can play bossrush with the new final fight and Plate Flood enabled etc.
(in fact the first new Phage is unlocked by getting a win while you have at least 3 other Technophages active)

- Added three elite versions for every boss in the game. The chance for them to appear is pretty low and only comes into play if you previously flawlessed the boss, unless you increase elite chance through certain items that is. Boss elites have increased stats and/or new behaviors but they also drop more SRM and grant you an additional free chest if you can defeat them.

- 13 new items added, most of which are unlocked by defeating bosses without taking damage

- A few rare items now allow you to parry laser beams, granting you another way to deal with these high threat attacks. The Fang Stray starts with this ability and no longer needs to tank hits at a certain point in the game. (You need to face the source of the beam and strike into it right when it is about to hit you to pull this off, tricky timing and positioning requirements.)

- A few items can now have you suffer from redout if you pull too many Gs, but this only comes into play once you strap ridiculous amounts of engine upgrades onto your jet. A few passives can also make you resistant to the effect.

- Replaced HDogs adaptive res-scaling with a "Cam Zoom" setting in the display options. This effectively allows you to change the games FOV to your taste. Adjust this value if the game appears overall too small for your liking. This is most likely the case if you play on 4k monitors/very high resolution.

General Changes/Balancing:
- Reworked phage selection ui
- Title screen now shows tooltips for technophages
- 2 previous Technophages now have slightly different effects in order to make them combine better
- Added a couple new effects to Crowdsourced Displacer
- Dual Scattergun now has a duplex trigger (fires first barrel on press, second on release)
- Reworked armor piercing so that weapons can have individual AP (now also appearing on the weapon stat sheet)
- Granted some innate AP to all railguns, ultraviolet lasers and few selected melee weapons
- SRM Rail now gains AP alongside piercing
- Sai gained a lot AP at the cost of some damage
- Maw damage buffed, dmg vs massive reduced
- Phalanx trike range increased - Gamma Laser damage and explosion size buffed
- Planetwide Cyber-Taunt now grants a greater coolness bonus, but also increases enemy elite chance more on each use
- Orbital support that requires line of sight is now unable to reach the command system
- Your own rules now allow you to deal collision damage during jumps
- Furi Dash now overcharges your shields if they are not above max already
- Furi Dash now has you retain a small amount of your jump boost when dashing
- Kinetic Heart is now tier 3 (was 4)
- Radical Decalls now also increase enemy elite spawn chance
- Stealth passives now reduce escalation by a minor amount
- A couple healing sources now technically count as heart pickups to enable synergies with a certain new passive
- Recoil modifier is now capped at 20%/300%
- Dodge boost modifier is now capped at 500%
- Enemies that deploy flares will now briefly scramble your weapons if you are turned towards them
- Armored suits are no longer classified as massive - Your rival learned how to circle strafe, which makes him both more dangerous and vulnerable for short periods of the fight
- Rival will switch to CQB strafing more often as the fight goes on, counteracting situations where a fast rival might lock you in a continuous standoff
- Your rivals can overall use its offense actives more often
- Space tether boss segments that are near the ground and top clouds now have increased HP +armor and look different
- Ruins zone is more rare now
- Differentiate damage float text scaling to telegraph relative damage deal a bit better
- Dmg float text now has - markers if an enemy has effective armor that reduced the attacks damage - Additional objects, including large bosses, now count as pl obscuring and show the flashing position marker if you collide through them

Optimization/Effects:
- Attempted to optimize mouse lock function by having it execute at the start of each frame
- Improved screen glitch visuals
- Enemy beams now flash white just before they start to deal damage
- Rapidly switching active no longer spams pickup quotes
- Shell casings fade out more efficiently now
- Increased shell casing fade out on fast firing weapons
- Slightly optimized enemy/player shot collision checks
- Added a cap for hitlag caused by deflecting multiple enemy shots simultaneously
- Slightly differentiated sfx for reverse thrust and strafe
- Boost ignition soundeffect is a little less dominant now
- Fixed Contempter Frigate sometimes firing it's kinetic blisters from its previous position while it is already in an attack jump
- Added some new vfx for enemy destruction
- Added some vfx for player shield overcharge and recovery
- Impact sounds will bunch up less if a large amount of enemies is hit simultaneously by an attack/explosion - Optimized air and ground prop loading on wave initialization

Bug fixes
- Fixed a rare crash caused by certain float text (allies taking damage, collison damage) becoming impossibly large
- Fixed a problem allowing your rival's on-jump effects to trigger repeatedly even if the boss is already jumping
- Fixed a couple combat chatter messages not displaying correctly or on wrong triggers
- Fixed Crowdsource Displacer effect and item anim being messed up if it triggers SRM Replicator
- Fixed Crowdsource Displacer not triggering artillery effect correctly
- Fixed melee sheath anims still appearing while infected with [redacted]
- Fixed Cloud Recon making clouds appear during intermission
- Fixed duplex trigger weapons jamming if both salvos are fired during the same frame
- Fixed a space tether death choreography not executing correctly if their segment max health is increased beyond a certain point - Fixed launch base boss launching nuke instantly if launchpad max hp has been lowered enough by items
- Fixed HE ammo not calculating the an attack's remaining kinetic damage correctly
- Fixed AM mission completion value not being saved correctly, leading to one item being potentially locked forever
- Fixed a charge related item not being added to the loot pool correctly
- Fixed Quantum Augment being able to change your boost ignition into the negative
- Fixed Quantum Augment being missing a turn rate up effect
- Fixed Quantum Augment not obeying global stat caps in some areas
- Fixed a problem preventing deep floor from being displayed correctly on certain resolutions
- Fixed Gladiator Aegis block move being unavailable until first weapon switching if you pick it up during a wave
- Fixed a bad combat chatter ID on the final boss
- Fixed homing flechette using the wrong casing anim
- Fixed phalanx having a freakishly large dmg multiplier against massive
- Fixed a problem causing knife strike sound to use multiple sfx simultaneous
- Fixed an issue preventing enrage crit chance bonus from affecting weapons that have no natural crit chance
- Fixed #dmgSway weapon prefixes not affecting explosion damage sway
- Fixed some typos

1.151 (No Masters beta)
- Added descriptions for all no masters items
- Fixed a problem causing Transmute Debris to trigger twice on each debris piece
- Transmute income is now capped at +20 per wave
- Transmute now converts all debris into 1 srm regardless of stacks and debris damage
- Added a visual indicator for transmute range (disappears for the remaining wave once cap is reached)
- Improved phage select animation for activated phages
- Made inactive phages more visible
- Fixed speedrun phage unlocking on any wave initializations instead of when reaching the final boss
- Fixed Fur starting passive being affected by pickup multiplier from starting items
- Reduced redout G-stress gain rate
- Fixed rock props not being repositioned correctly
- Fixed Phase Cluster Proxy using too small explosion size for submunitions

1.152 (No Masters beta)
- Added new custom impacts for most player weapons
- Improved Z-layering on player shot impacts
- Your rival no longer gains an attack rate bonus while in CQB mode
- Rival circle strafes more leisurely now
- Lowered knockback force on all enemy explosive shots
- Tether rocket phase is shorter now and fires fewer shots
- Tether kinetic gun attachments have more health and armor now, but are no longer immune to homing lock
- Tether kinetic wave fires faster now, but the phase lasts less long
- Tether now switches faster to a new phase after firing missiles - Tether map swipe phase now fires way more EMP shots
- Changed tether forced attack phase behavior if player is near ground/top clouds
- Tether defense sliders can move down and up further now - Hardgrade war room shell now fields additional shield scrambler domes instead of interdictor domes
- Naval cruiser now spawns with an escort of three destroyers
- Field Mace damage and piercing increased
- Increased piercing and ap on several other melee weapons
- Fixed player being able to activate/deactivate phages during the intro sequence
- Phase Flak damage increased

1.153 (No Masters beta)
- After you unlocked your first Technophage, the game now displays all locked ones on the titles screen with tooltips showing their unlock conditions
- The game now remember which Technophages you have enabled
- Attempted to make unlock conditions a bit more consistent: Wins with jets now universally unlock the next variant,
jet specific phage unlocks moved to stray endless wave 6
- Removed attack rate penalty on Warhead Workflow and Missile Maker
- Maker passives stacks now scale slower but also indefinitely
- Rocket Pod damage nerfed
- K-Wave Cannon damage, fire rate and boost accuracy nerfed
- Naval Cruiser escort now only comes with chaingun turrets, not with additional missile launch tubes
- Hardgrade boss armor increased
- Lowered debris dmg unlock requirement for Transmute Debris passive
- Technophage: Plate Flood now also makes enemies a bit more resistant to crits
- Improved handling of negative escalation values, fixing a crash related to Relief Force Dogtags on negative escalation (?)
- Revealing chest content with End-Tech Scanner should now immediately show the chest content's tooltip
- End-Tech Scanner should now also automatically identify chest content if it is unidentifiable (reveals ??? items) - Fixed unintended floating island spawns during certain boss fights
- Fixed some bad floor Z-layering
- Fixed Sector/Vertice Shield unintentionally blocking hostile photon shots
- Fixed Fur MK1 starting loadout still being affected by Technophage: Repli Parasite (?)
- Fixed enemy Flak Gun attachment not having a true color value to revert back to after color changes wear off
- Fixed strafe keys still selecting phages after run has been initialized already
- Fixed hardgrade boss death rage phase not being affected by enemy health modifiers
- Fixed a missing text id in GC mission progress chatter
- Fixed Orbital Support: Armor Strip unintentionally affecting enemy shields too

1.155 (No Masters beta)
- Your rivals skyborn threshold now increases each time it triggers, requiring them to deal damage 1 more time for each successfull regain
- Your jet will now give you a warning shortly before your rival uses it's DMZ field active (the effect itself can be dodged)
- Your rival will switch to circle strafing earlier now and will remain in the phase for longer
- Melee blocks now loose size depending on blocked damage and will eventually shatter, resulting in your block going on full cooldown
- Accordingly, melee size upgrades now make your block more durable in that regard
- Anomaly Ammo now reduces shot size
- The display options now longer allows to set cam zoom to lower than 1
- Interdictor Carrier elite variant health, armor and dome health reduced
- Deflecting enemy explosive shots now has them go on a longer, safer collision timout (0.2 seconds)
- Added some sparks to Contempter and Flotoid boss death choreography
- Gladiator Aegis now only grants empty heart containers (not filled ones)
- Fixed carrier immediately detonating after second engine is shot off
- Fixed a problem preventing multiple Flak Mechs to execute their skate dodge simultaneously

1.156 (No Masters beta)
- Jam Domes now also buff the attack rate of any enemy fighters within their jam range
- Flaotoid Bomber health increased
- Speedboat health decreased
- Improved player drone attack sound handling
- Player drones health, regeneration and damage scaling nerfed
- Floatoid and Contempter missile hatches now deal less explosion damage in a smaller radius on death
- Enemy Gunship dodge jump is a bit shorter now
- Jump-Slayer Frigate elite variant jumps faster now
- Added fallback exposure threshold for all enemies to make sure the passive takes effect
- Fixed passive loot multiplier from starting passive not taking effect
- Fixed some typos
- Fixed juice plug repeatedly triggering whenever being in contact with heart pickup
- Fixed a collision bug on Torpedo active (?)
- Fixed Hardlight Fuselage unlock state not loading correctly
- Fixed procedural Contempter insults in combat chatter not adding spaces correctly
- Attempted to fix bad player jet callsign generation again

Developer (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  

Developer (1 edit) (+1)

1.163 (No Masters)

- Lowered space tether segment health, but increased collision damage dealt
- Lowered the distance threshold at which homing missile warning sound switch to high beep
- High beep homing missiles sound now changes pitch depending on the distance to the closest missile

- Both the tutorial and death tips now mention how escalation impacts the game
- Clarified Hyperspace Gravitas tooltip in regards to how it works on controller
- Restructured how %/s effects are shown on weapon stat sheet
- On controller, Hyperspace Gravitas now spawns the gravity target further ahead of your jet
- Fixed a few assets not being pre-loaded correctly
- Fixed an issue causing dessert rock props to cache all other rock props
- Fixed Tripple Chaingun unlock message showing a different weapon
- Fixed carrier fight spawning incorrect floating island props (from other zones)
- Fixed Fur MK1 random gear spawning in an order that has the active remove previous pickup messages
- Fixed Fur MK1 launch not replacing the random passive item on pause screen correctly
- Fixed a potential problem causing player jet callsign to display incorrectly on some runs
- Fixed recon objective unlock message referencing the wrong item
- Fixed activating advance arrows via boosting not working when mouse aim is enabled even though boostx3 tooltip is still shown
- Fixed some typos

Developer(+1)

1.164 (No Masters)
- Controller options now show you a button mapping suggestion - Game now defaults to completely unbound buttons/axis when first running the game, should make it more clear that you need to rebind these differently depending on your controller model
- Camera now trails ahead slightly more snappy while boosting
- Improved z-layering on smoke clouds
- Fixed a problem arising from how initial prop collisions calculated damage based on all forces affecting the player
- Collision damage with props based on speed increases more linearly and predictably now
- Fixed prop collision damage float text appearing as two separate texts on initial collision
- Hyper Hot Combat Processing (the most innovative item you picked up in years) now overwrites UI text color to improve readability
- Fixed pretty dumb bug causing player shield to overcharge whenever it charges to full
- Fixed Fur MK1 not receiving active items correctly after launch
- Fixed laser sniper choppers not canceling their beam attack when wrapping around the zone to the left
- Fixed intermission x3 boost prompt not being shown when mouse aim is enabled
- Fixed nuke base elite attachments on rocks not wrapping around correctly

Developer(+1)

1.164b (silent)

- Fixed itch version using Steam DRMed version of the .exe (sorry)

Developer

1.165 (No Masters)
- You can now change the way the camera tracks your jet in the video options. Cinematic mode has it behave as before, Focused mode has it always follow your jet closely
- Added a limiter to prevent camera from moving too far away from player due to cam gravity attractor events (cinematic mode only)
- Maximum cam zoom is now limited to x3
- Enemies that perform jam effects now also spawn float text to make it more clear what is affecting you (includes blue jam tech elites)
- Fixed fast mover bosses not resetting to their current elite/debuff color after they jump - Fixed ceiling and floor cam limits not being affected by cam zoom option correctly
- Fixed a sprite gap on fungal zone deep floor
- Fixed a problem introduced in 1.163 causing the the Fur MKI to start with 10 bonus coolness
- Fixed some typos and tooltips

Developer

1.166 (No Masters)
- Locked chests now have tooltips
- Increased tooltip text base size
- Added float text for missile redirection
- Added float text for wave completion drops
- Increased homing lock repel on flares active activation
- Invincibility effect is now applied more consistently and should properly work when receiving damage higher than your max shield
- Orbital Shield Plate and Sector Shield can now block enemy melee strikes if facing them
- Removed wonky speed based collision damage on initial prop collisions (now increased by a flat amount on each initial collisions)
- Initial prop collisions damage now only triggers if you've been outside of rocks for at least 1 second prior
- If you use a cam zoom other than 1x the game will now zoom out during intermission to retain scene composition and item visibility
- Fixed tooltips being enabled too early when entering intermission, leading to tooltips spawning at bad positions
- Fixed missing tooltip on cam model option arrows
- Fixed bad z-layering on cam model options

Developer(+1)

1.168 (No Masters)
- Hatch Displacer downwards aim cone is wider now (40° --> 90°) and increases with stacks up to a maximum of 140°
- Hatch Displacer now gives you full aim control if you aim within the cone
- Turret Mount no longer overwrites Hatch Displacer, but takes affect within the displacer cone and also increases it up to a maximum of 180°
- Hatch Displacer attack cone now also scales with accuracy granting passives (current angle is shown on jet stat sheet now)
- Nerfed Hardlight Sai damage (5,3,3,6 +3? --> 3,3,3,5 +2?) and attack rate (1.5-->1.7)
- Buffed HA Burstcannon attack rate (0.8-->0.7) and explosive damage (4 +2? --> 6 +2?)
- Plasma weapon shot speed increased
- Tech Cruiser boss now alternates between jammers off + guns and jammers on + missiles
- Tech Cruiser jammer range decreased
- Tech Cruiser health increased
- Hight Altitude Carrier armor increased
- Space Tether EMP blister attack rate nerfed
- UI scale now applies to text and icon size on pause screen
- Adjusted how UI scale affects tooltip text size  
- Fixed Technophage: True DMZ not preventing jump shots from gun drive
- Fixed missing armor on fast mover boss husks
- Fixed Technophage: Iron Dog not showing up on pause screen
- Fixed Bounty Hunter Database not spawning targets correctly
- Fixed Vertice Shield not being able to catch photon shots
- Fixed bad offset on tutorial floor
- Fixed a potential issue causing player weapons to permanently jam of they jump out of tutorial while having initiated a railgun burst
- Fixed some typos

Developer (2 edits) (+1)

1.169 (No Masters)
- Fixed a problem causing player to becoming locked in steering state
- Fixed escalation starting too high
- Optimized a way the game tracks elapsed time since last frame

1.171 (No Masters)
- Small nerf to gamma laser damage (both to photon and explosive)
- Fixed several slow striking melee weapons not interacting with flak effects correctly
- Fixed enemy sector shields not growing to target size correctly
- Fixed Hyper Hot Combat Processing not updating ui text color immediately
- Fixed clouds not resetting to dark when canceling Cloud Hate activation in ruins zone
- Fixed bad offset on Fur MK 2 strafe engine ignition sprite
- Fixed bad gun mount on final boss elite variant
- Fixed [redacted] not showing up in pause screen correctly
- Fixed some typos

1.172 (No Masters)
- Fixed axis sign not saving correctly when binding steer right on controller
- Fixed player armor piercing not affecting Gun Drive backwards shots
- Drone Corvette elite variant now has a cap for how many drones it can have active simultaneously
- Stim Sixpack now also passively increases wave heart drop chance while it is equipped
- Fixed some typos

Developer (1 edit)

Hyperspace Dogfights 1.174 (No Masters)
-Fixed sector shield not blocking explosive shots correctly
-Fixed Akimbo prefix causing burst weapons to fire only to one side
-Fixed too low burst count on Kinetic Burst Cannon
-Fixed armored suit gun attack tell sometimes not being removed correctly if suit changes state
-Fixed lies in SRM Replicator tooltip (passively scales with damage upgrades, not escalation)
-Fixed intermission tooltips sometimes not appearing with mouse aim enabled
-Player beams and photon shots now pass silently through shields
-Bonus SRM wave completion reward now drops more and scales with zone count
-Bonus SRM wave completion reward is less frequent now and drop chance scales less with coolness (now 10%+cool x4, was 15%+cool x8)
-Rival can now adapt to EMP effects
-Kill shots now also deal x2 damage, making the effect a bit less useless against bosses
-Optimized the way pickups magnetize to player
-Corrected some typos

Developer

1.175 (No Masters)

-Fixed a scenario where focused camera mode would show you things you're not supposed to see
-Fixed a problem where entering zone 4 would mess with wave count
-Fixed boss rush mode spawning final boss in wrong zone, potentially causing an elusive crash scenario
-Attempted to fix a so far unreproducible problem where player would become stuck after defeating naval crusiser in boss rush mode -Tooltips and jet stat sheet now describe collision damage dealt as damage per second (collisions trigger two time per second)
-Some other damage effects now also show their effect as per second

Developer

1.176 (No Masters)
-Changed tooltips to better reflect how escalation reduction actually works
-Fixed sector shield not blocking explosive shots correctly, again (?)
-Fixed a problem causing sector shield to have infinite health
-Fixed a problem causing sector shield to not be disabled correctly by emp shots

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