Red Tether Version 1.007-10 (Launch)


1.007 (Launch)
- Controller: Left/Right Axis is now bound separately from Up/Down for both axis option, allowing use of controller models that don't group their stick axises as XY/RZ/UV
- Damage resist sfx now needs higher resistances to start playing (no longer enabled on everything by Armored Shields)
- Added minor vfx for Foam Nozzle fire suppression rate taking effect
- Fixed ry-shifting text still happening on non-transparent target text, leading to something akin to text doubling
- Fixed missing sound on windows when acquiring improvised armor
- Minor changes to how small craft destruction and squadron objects are handled when small craft are destroyed
- Silker Refit: Now also grants 10% harpoon shot speed per sacrifice
- Unknown Ship Prototype: Health increased

1.009 (Launch) Nearest Threat/Retreat Rework - Lowered the minimum time in a wave before the fleet will consider retreat (60s --> 30s)
- Instead of specific ship types, any ships that no longer has weapons, upgrades or boss status can now retreat - This means you can make an entire wave retreat by disarming all ships (retreat still only happens once no combat ready enemies remain in a wave) - The threat direction indicator now only points towards combat-ready ships - If only non combat-ready ships are nearby, the threat direction indicator will now point you to the nearest combat-ready ship - The threat direction indicator will now point to stealthed ships as well, but it'll be less accurate Balancing/Adjustments - Chainlinker now also grants +10% rip damage - Tethers now briefly stop flashing when hit by melee - Max tethers! message now gets displayed on ui overlay instead of inworld layer - Fuel spill ignite text now also telegraphs ignite source - The game now makes it more obvious how to extinguish ! CHEM BURN ! - Having Emission Mask now prevents your engine exhaust from igniting fuel spills - Coolant Asteroids are now immune to coolant :o - Heavy Railgun shield delay increased (3s --> 5s) - Tech Vault now comes with two militia classes on long range scouting duty that will eventually tac-jump back to defend the vault - Clarified some tooltips Fixes - Moved collider closer to tether attach point on non-standard harpoon animations, hopefully counteracting situations in which tethers could not contract to zero correctly - Fixed steer right key not being rebindable - Fixed heart ui sometimes showing as empty when random ry shift triggers - Fixed potential target text load error when targeting an objects the same frame it jumped in as reinforcement - Fixed non-emp explosions being unable to ignite fuel spills (?) - Fixed Swordbreaker harpoons being able to parry a single melee strike multiple times - Fixed obsolete unlock trigger for ship 4 still taking effect - Fixed bad collider on one debris animation - Fixed a problem causing simultaneous fuel spill ignitions to sometimes cause one spill to become permanently unignited
1.010 (Launch) - Slightly increased lock-on distance for in-flight missiles to make doing cool stuff a bit easier - Reworked PDC attachments and all missile projectiles to be somewhat easier to spot and target - Added outlines to payload debris   - Fixed loading a run multiple times not loading gear from earlier auto-saves correctly - Fixed health max gained from improvised armor not being included in auto-save - Fixed bad target text portion on ---saved---run--> ship - Fixed old wire explosion system still taking effect when ships with tethers in them get destroyed - Fixed some theoretic scenarios in which the game would calculate time in a wave incorrectly
1.011 (Launch) - Fixed a upgrade sequence load problem that happens after loading a run 3 or more times (?) - Silker Refit: Now does fixed stat changes instead of being unnecessarily complex - Nerfed all speed bonus upgrades - The game now autosaves when entering a new zone - Fixed Emperor Class Carrier playing PDC phase tell sfx even if no PDCs remain - Fixed Emperor Class Carrier not restocking squadrons in hangars when switching to next small craft phase - Fixed a certain ship you need to recover still being flagged as instacrash, making retrieval a bit difficult :( - Fixed adaption antenna immediately granting shield up when loading a saved run - Fixed Tech Scanner not correctly revealing tooltips for auto upgrade cache contents - Fixed Hammer Lance displaying 0 dmg text on targets without armor - Fixed enemy retreat flag not being set correctly
1.012 (Launch) - Planet Killer Asteroid has two slingers on scouting duty that will eventually tac-jump back to defend the rock - Planet Killer Asteroid calls reinforcements earlier now (as in few small asteroids remain) - Extinguishing chem burn by collision now immediately updates shield ui - Added some additional warning sfx for when being on fire - All enemy laser weapon range is now only slightly above their targeting range - Laser weapon targeting tells match their range more closely now - Infrared autolaser turret turn speed and targeting arc nerfed - Commando Class jump delay reduced - Fixed Planet Killer Asteroid calling in wrong ship type as reinforcements - Fixed minelayer boss not attacking under certain circumstances - Fixed a bug making the game unpause in the background when pausing one frame before any hitlag is initialized (?)
1.014 (Launch) - Engine exhaust now helps thawing your ship: coolant effect wears off 100% faster when stabilizing but 50% slower when not boosting at all - Hit invincibility now also clears coolant effects - Cryo launch system missile speed, explosion size and coolant blob shot speed increased
- Ultra auto-cannon explosion size and wave speed increased - All small craft: overall lethality increased - Endless mode: You can now challenge the war factory earlier (starting wave 30) - Fixed some inconsistencies regarding where the endless boss fight takes place in relation to coordinate healt lvl - Fixed Minesweeper EDR not targeting missiles - Fixed Minesweeper EDR still targeting EMP mines without effect - Fixed a problem preventing final boss music from initializing - Fixed a problem causing some attack tells to attach badly to large bosses (?) - Fixed ending stabilize re-applying certain movement forces with incorrect dampening - Fixed hp bar frame not initializing correctly when displaying boss attachments rip hp
1.015 (Launch) - Crash-Saw damage bonus nerfed (+100% --> +50%) - Fixed some unused items showing up in databases - Fixed auto upgrade cache always showing as not acquired in database - Fixed self-pull force from reeling being applied during pause

Files

Red Tether Windows.zip 477 MB
Jan 31, 2022
Red Tether Linux.zip 481 MB
Jan 31, 2022

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