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
1.136 (Stray Dogs) - Fixed a problem causing phage select UI to rainbow flash unintentionally
- Fixed a problem causing AA tank shield generators to remain after tank has been killed
- Fixed a problem preventing [redacted] from unlocking
- Fixed store ship being able to die to dots after hack objective has already been completed
- Fixed 1% weapon spawn chance scenario when [redacted] is equipped
- Fixed a potential problem related to the [redacted] unlock
Version 1.134 (Stray Dogs) change_dog.txt
Hyperspace Dogfights was released one year ago! Time for another quick patch round.
- 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
Version 1.133 (Stray Dogs) change_dog.txt
- 2 new passives added
- Support artillery attacks will now get canceled if they target too close to the nuke boss warhead
- Triple 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
Version 1.131/2 (Stray Dogs) change_dog.txt
- 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
Version 1.130 (Stray Dogs) change_dog.txt
- Dying 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
Version 1.129 (Stray Dogs) change_dog.txt
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)
- Removed multiplying bounce gun phantom copies 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 completion
- Fixed some pause menu passives having too large mouse over collision
1.129 (Stray Dogs)
- Melee block moves can no longer be used 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 (?)
Hyperspace Dogfights 1.124 (Stray Dogs) is here!
The Strays are here!
Surviving endless mode for a couple waves will now unlock the "stray" variant for your current jet. The strays all come with their own particular challenge. The Paw Stray deals bonus damage, but can only fire downwards. The Fang Stray can deflect enemy shots with a melee block move, but is unable to perform regular dodge-jump. With the Fur Stray you'll have to adapt to constantly fluctuating jet stats and random active effects. All the jets got Stray variants, so you get 5+ new jets to unlock.
With these new loadouts you'll need any help you can get. Luckily endless mode now also features a whole new range of endgame jet weapons and gear to unlock. Surviving up to wave 30 will stock up your arsenal for future runs.
Technophages!
Those of you who want to push their piloting skills even further can unleash Technophages, challenge-mode passives that can be equipped on any jet via the title screen. These rogue nanobot plagues will alter the game world in some fundamental ways. Some have only mildly annoying effects, but most will require you to somewhat rethink your strategies. Technophages become available one at a time after beating the game with the Stay jets.
Quality of life tweaks!
Alongside the new loadouts and gear I went through multiple bug fix passes and worked in some quality of life tweaks too. Unlock messages will now give some indication about what triggered the unlock. Both the heart UI and the intermission stat sheet have been reworked to be more legible. Tooltips have been extended in some places and include a few more weapon and gear properties.
Enjoy!
Stefan - Sleeper Games
Announcing Hyperspace Dogfights 1.12: Stray Dogs
“The rejected, the retired, the eccentric and the vain. Those were the strays, pilots that who constantly rode the edge of what was considered acceptable on-mission behavior by GC main. Their crafts: highly modified and often artificially downgraded versions of our usual jets. In fact their flight mission often ended in disaster. But what they lacked in performance, they gained in popularity among our war audience and AI benefactors. So we had to keep them around.”
Sleeper Games is proud to announce that Hyperspace Dogfights will get another free content update in March.
The Stray Dogs update will focus on late game content for the most seasoned pilots among you. You’ll unlock challenging new “stray” loadouts for all jets, available once you mastered endless mode with MKII variants. The new loadouts come with 20+ new pieces of gear, often adding unique new twists to the established mission gameplay.
On top of that, mastering the strays will grant you access to Technophages: challenge mode passives that you can equip on any jets via the title screen. Technophage effects range from mild annoyances, like making all loot unidentifiable, to vicious trails of you piloting skill, like sudden death mode.
I hope the update will bring some freshness for those of you who have already mastered the game. Some of the new gear will also be available early on and the update adds some new secrets as well, so there should be something for everyone.
Cheers!
Stefan – Sleeper Games
Version 1.119 (Realspace) change_dog.txt
1.119 (Realspace)
- Contained Explosion is tier 3 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
Version 1.118 (Realspace) change_dog.txt
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