Red Tether Version​ 1.201-1.206 (Hazard Zone)


1.201 (Hazard Zone)

-Currier class cargo ships now have a good chance to drop health if they are destroyed by anything but self-destruct.

-Sludge Pump fire rate increased (1.4-->1.2)

-Attempted to fix a bug causing the first upgrade in a run to not take effect.

-Fixed bad collision on messy barb harpoon anim.

-Fixed empty entry in tether item database orb.

-Fixed Puppy Renegade B crash self damage not resetting correctly on ship selection update.

-Fixed bad collision on tanner class hazard carrier.

-Fixed a couple ambiance sounds using the wrong channel, potentially overwriting other sounds in specific circumstances.


1.202 (Hazard Zone)

-EM Industrial Zone spawns additional magnetic enemies now.

-Administrator class magnetic carrier now carries interceptors instead of scouts.

-Saint class is now so blessed that it no longer requires shields to defend itself.

-Neutronium missile move speed reduced. (0.9-->0.85)

-Fixed AM Anomaly and FloAux bomber attack not taking effect.

-Fixed AM Autocannon attacks not detonating when firing while wielded.

-Fixed hyperdeath autocannon not applying all its effects when firing while wielded

-Fixed player self damage from wielded electric wave gun arcs.

-Fixed pacification sheers erroneously requiring a full retreat to trigger reward spawn.

-Fixed pacification sheers reward threshold scaling incorrectly after spawning reward.

-Fixed title hazard containers not unlocking correctly.

-Fixed problem with EMP Seeker electrification after they have been intercepted.

-Fixed minesweeper EDR being able to target EMP seekers.

-Fixed EMP seekers not detonating correctly.


1.203 (Hazard Zone)

-Frost stalker skin now makes you immune to coolant cloud damage.

-Endless mode scales max size 3 enemy spawn count more slowly now (+1 at wave 25, 38, 55, 65)
-Fixed magnetic fields being able to rotate fixed objects.

-Fixed Shackles B unlock interfering with [redacted].

-Fixed some inconsistencies in how ultra missiles fire.

-Fixed adaption antenna unlock displaying the wrong item.

-Fixed a problem with tether item database.

-Fixed a bug related to using aim correction on multi shot.


1.204 (Hazard Zone)

-Jump jamming on wave start can now only affect small and medium ships to miss their destinations.

(Eliminating situation of disproportional usefulness when 2 warriors would jump into another etc.).

-Magnetic Inductor now creates the field on connected objects instead of harpoons and the field follows the object after disconnect.

-Magnetic fields now apply some residual force to attracted objects when collapsing.

-Fixed some problems with magnetic fields caused by some attachments not knowing their parent object crash id.

-Fixed a problem preventing magnetic induction target and parent from being excluded from magnetic field pull.

-Fixed magnetic fields turning objects that have 0 crash avoidance turns speed.

-Fixed shield drill not piercing bomber shields correctly.

-Fixed AM auto cannon ignoring temporary stealth.

-Fixed some bad entries on ship stat sheet.


1.205 (Hazard Zone)

-Adjusted limitations on jump-jammer and clarified tooltip.

-Ships with electrified attachments are now EMP resistant.


1.206 (Hazard Zone)

-Attempted to overall make both zone 4 variants more even in terms of difficulty.

-Added 2 new magnetic attachments
-Added 3 new enemy variants.

-Mag-Charge Railguns now fire 3 shot bursts and attack faster now.

-Consecrated neutronium missile move rate reduced.

-Acid spills can no longer apply acid once they are mostly faded out.

-Hangar and mine layer attachments no longer prevent retreat while active.

-Adjusted jump jammer limitations and description.

-Increased stealth reveal time on tug targeting.

-Attempted to fix a problem related to how player self-pull force is taking effect.

-Fixed situations in which both an EMP wave shot and the electric arc could hit you on the same frame, leading to instant EMP. (?)

-Fixed some bad tooltips.

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