Hyperspace Dogfights cover
Hyperspace Dogfights screenshot
Genre: Indie

Hyperspace Dogfights

Version 1.2: End-Tech Is Approaching

Hyperspace Dogfights will get another small content update. Version 1.2: End-Tech is about 40% done and planned to released within the next weeks. It will add about 30 new items, mostly as late game unlocks for Technophage wins and mastery. Offense orbitals, new explosive damage modifiers, different ways to temporarily empower melee and additional items that allow you more control over your jet build will get added to the mix.

As before, the update will be free of charge, but you can support the games continuous development by getting the Deck Crew Edition.

Cheers!
Stefan - Sleeper Games

Version 1.179 (No Masters) change_dog.txt

-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 apply 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

Version 1.178 (No Masters) change_dog.txt



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

Version 1.174/1.175/1.176 (No Masters) change_dog.txt


-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

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

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

Version 1.171/1.172 (No Masters) change_dog.txt


- 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

Version 1.168 (No Masters) change_dog.txt


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 aim now sticks to cone edges whenever you aim outside the cone (not just when aiming upwards enough)
- 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 HE 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


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

Version 1.166 (No Masters) change_dog.txt


- 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 collision 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

Version 1.165 (No Masters) change_dog.txt



- 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

Version 1.164 (No Masters) change_dog.txt




- 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

Version 1.163 (No Masters) change_dog.txt



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