Fishy Encounters: ---Red---Tether--> 1.3 Harpoon Hunt Is Approaching!
Red Tether’s next content update is in the works! This one will focus on the often teased harpoon fishing system. On rare occasion you’ll encounter bio-mechancanical fish-creatures in-between waves. Harpoon them to initiate a high speed chase! Drag them down to wear them out enough and you might just be able to reach and catch them, granting unique new upgrades to your ship. There will be a whole bunch of creatures to catch, with many only being found in specific zones. Due to the nature of the base game, the fishing system integrates completely seamlessly. You wouldn’t even call this a minigame I think. A ton of upgrades that help with tether combat will also benefit you when harpoon-fishing.
Fishing opportunities are fairly rare and generally you will only get one or two during a run. So since this update focuses on a not-so prevalent main-system I’m also throwing in something that I have saved for such an occasion: The complete D route.
This will bring 3 new wave variants for each wave in interception mode. These new waves will be specific to one of the 2 zone variants of each zone, setting these apart even more. The old waves will be assigned to one of the zone variants, but some might get reworked to be more in line with the zone type. Zone 1b (Scrapyard) is also getting a slight rework to distinguish it better from Outer Dust Cloud.
As with previous content updates, 1.3 will be added to the game for free. The update is about halfway done and will release in the coming weeks. Stay tuned!
Cheers Stefan – Sleeper Games
Red Tether Version 1.252 (Shield Care)
-Multishot charges 30% faster now. -Reduced EMP buildup from a certain hazard. -Colliding with electrified objects now causes minor EMP buildup. -Fixed instant hull damage from colliding with certain electrified objects. -Fixed Hull Ripper Hooks damage not being affected by frail multiplier. -Fixed Front Loader tooltip. -Fixed enemy sawblades interfering with player sawblade recall. -Fixed Field Crystallizer granting incredible shield overcharge in situations when the player takes extreme behind the scenes damage. -Fixed endless unlocks for two ships being swapped. -Fixed one shield care unlock triggering repeatedly.
Red Tether Version 1.251 (Shield Care)
-Reduced End-Tech Refit Kit shield bonus (20%-->16%). -Chainsaw Garrote now also grants +5% range. -Increased acid time inflicted on caustic gas launcher (16-->28) and sludge pump (18-->22). -Caustic gas launcher AoE increased (3-->3.5). -Fuel rod missile damage reduced (4-->2). -Fuel rod missile move rate reduced (1.08-->1.05). -Cryo missile AoE reduced (2.5-->2). -Cryo missile damage reduced (3-->2). -Cryo missile move rate reduced (0.9-->0.85) -Increased all railgun damage VS hos by 50%. -Engineer class sawnado blades damage increased (6-->8) but balde now only deal a single instant of damage. -Fixed engineer sawblade sound continuing to play after zone transit (?). -Fixed Contortion Strings damage bonus overwriting base single hull damage. -Fixed bunker class not getting correct shield deplete threshold assigned. -Fixed engineer boss spawn rate not applying correctly after loading a run. -Fixed another instance of target text scrambling become permanent (?). -Fixed a problem with acid shield ui.
---Red---Tether--> 1.25 Shield Care
Attention All RTP Members!
Its a surprise content update! 1.25 Shield Care has just been released, adding 11 new upgrades to better protect your ship. Alongside some new ways to increase your shield hp you can now also get overcharged through various means, temporarily increasing your shield beyond your maximum (returning feature from Hyperspace Dogfights). Overcharged shields deplete over time, so you need to get into the action to make the best use of your boosted defenses. And with the new stuff comes another round of fixes and balance changes. Enjoy!
Cheers and stay tethered! Stefan – Sleeper Games
Red Tether Version 1.250 (Shield Care)
New Stuff -11 new upgrades added, mostly shield related. -Added shield overcharge system. -Improved background object fading when camera is zoomed out a lot.
Balancing -Several shield items rebalanced. -Collector Sockets now also allows picking up heatsinks (to get cooldown rate and stealth) and magnetic generators (to get kinetic deflect chance). -Crash Optimizer now also affects speed collision damage (>>>). -Onboard Cornucopia stacks no longer provide additional printer charge per recycle. -Onboard Cornucopia can no longer recycle as long as you have max charges stored (+3 per stack). This does not limit gaining printer charges from other sources. -Abyssal Material revive now heals +30% of your max hearts per stack. -Thermal Threading now only exchanges heat and cold between large objects, debris etc is unaffected. -Magnetic Inductor field size and persistence now scales slower with stacks. -AM Auto-cannon damage VS hostile increased.
Fixes -Yet another attempt at normalizing cargo spawns in endless mode. -Fixed a problem with zone selection. -Fixed pickups excluded from printing appearing multiple times in inventory even though no printer charge was used. -Fixed interceptors applying missfire chance incorrectly. -Fixed a problem with Plush B reward spawns. -Fixed multishot cut cancel not working. -Fixed a problem when wielding ultra auto-cannons. -Fixed performance issues related to situations in which glitch ambience sfx plays (player in magnetic fields etc). -Fixed a situation in which printing more Alif Strand than your max tether count would prevent alif conversion from taking effect.
Red Tether Version 1.210 (Hazard Zone)
Balancing -Hardlight Arms wielded damage bonus increased (100%-->150%) -Chainsaw Garrote no longer triggers on single hull tethers. -Emergency Beacon now has a fixed chance to trigger per stack and stacks come with dimishing returns. -Emergency Beacon no longer provides additional supplies per stack. -Emergency Beacon can now only trigger once per wave. -Contortion Strings now deal single hull damage based on tether length (+4 damage per 100% length). -Bootleg Jump Drive now triggers threshold reduced (40%-->30% shield). -Increased initial cooldown for Flaring Hardlight effect after firing harpoons. -Hull Ripper Hooks rip damage conversion reduced (100-->75%). -Igniting booster harpoons now has attached magnetic fields dissipate, booster harpoons can no longer spawn magnetic fields when ignited. -EMP explosions now cause 100% EMP buildup instead of always triggering EMP, allowing you to resist the effect with Shock Shielding. -Reduced rip hp on early game melee attachments. -Increased damage VS hostile on all elemental turrets. -Electric Wave Gun shot speed increased (600-->650). -Magnetite Orb-Gun field range increased. -Coolant shot freeze increased (0.2-->0.5) -Reduced max ammo of all Hyperdeath turrets by 50%. -Hyperdeath Disruptor range increased. -Death shot can no longer apply to minor objects like debris (this includes death shot transfer from Contained Death Machine). -Hazard no longer display on-screen warnings while you have hit-invincibility.
Fixes -Fixed some new enemy variants not spawning or spawning in wrong zone. -Fixed too close enemy spawns in some interception waves. -Fixed irregular Courier Class spawns in endless mode (?). -Fixed bad spawn position for Rupture Filament explosions on booster tethers. -Fixed missing EMP resistance on high value debris. -Fixed Crash Hammer self damage increase apply even if colliding with object that do not make you bounce. -Fixed Crash Hammer armor strip not applying correctly. -Fixed Hull Ripper Hooks tooltip not mentioning rip parent damage bonus. -Fixed a rare ship during a certain wave not being considered as a wave target. -Fixed adaptive force Constructor not spawning cargo ships if it takes place on loot waves. -Fixed Remote Projection tether cooldown triggering when firing at inactive H-Grid Moorings. -Fixed some problems happening when wielding Ultra Auto-cannons. -Fixed AM Diffuser causing bomber crafts to always misfire. -Fixed Jam Towers inflicting permanent targeting text glitch until wave end. -Fixed boosters on pieces of freshly hull-ripped debris receiving bad boost speed. -Fixed item databases not reading gear get state or always always available items correctly.
Red Tether Version 1.207 (Hazard Zone)
-Removed cursor smoothing on controller. -Controller input binding now accepts input from axis that do not have 0 as their default state. -Fixed a problem with how stick dead zone affects controller inputs being registered. -Reworked mouse and controller inputs to use a unified system that allows mouse and controller inputs to register simultaneously. -Fixed a visual problem with certain impact anims on certain elemental shots.
Red Tether Version 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 target faster. -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.
Red Tether Version 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.
Red Tether Version 1.201-1.204 (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.