-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.
Red Tether 1.2 Hazard Zone Is Here!
1.2 Hazard Zone is here and it brings B variants for all player ships, 33 new upgrades, new zone variants with new hazards and a tough new boss encounter that is key to unlocking the new ship variants.
Flawless play is now rewarded with additional loot choices on cargo ships. Zone variants are more distinct now and I tried to tone down the difficulty spike related to zone 3 freeze effects yet again. Combined with both new and amped up challenges in zone 3 this should hopefully lead to smoother difficulty curve across a run.
A quick heads up for long time players: The size of this update required reworking a big part of the unlock progression. Most noticeably you now also get unlocks for flawlessly defeating bosses. To easy in new players, some pre-existing upgrades that have more complex functions now require unlocking. So you might see some already known upgrades popping up as boss unlocks. Additionally, a few selected boss defeat unlocks have now become boss flawless unlocks instead. Items that have changed unlock conditions will not require you to unlock them again, but this also means that some bosses won’t have flawless rewards if you already unlocked their item. Check the item database orbs to see how unlock conditions have changed in detail.
As with my previous content updates, 1.2 Hazard Zone is available for free. Have fun experimenting with all the new upgrades and mechanics and please consider leaving a review if you had a good time with them game so far. Also, the game is 25% for the ongoing summer sale, so now is the time to tell everyone to get it. :p Up next for Red Tether is a much smaller update. 1.250 Shield Care will focus on adding some much needed defensive upgrades to balance out the loot pool, probably arriving later this year.
Cheers and stay tethered. Stefan - Sleeper Games
Red Tether Version 1.200 Hazard Zone
New Stuff
-Added a new boss that has a small chance to spawn in zone 2, 3 or 4 (becoming more powerful the later it is encountered). -Added B variants for all ships, unlocked by defeating the new boss. Ships that you have defeated a general class with are more likely to find the new boss encounter. -Added 33 new upgrades overall. -Added new status effects (acid, critical condition, magnetic field) that can affect both enemies and the player. -Reworked some zones (Chemical Spill, Ionized Nebula, SRM Mines and Industrial Zone) to feature new status effects. -Both variants of zone 4 now also focus on specific status effects each. -Zones that got reworked all got a new music track each. -Added 8+ new enemy variants that use new attachments and can inflict new status effects. -Added new zone modifiers, most of which use the new status effects. -Added a whole bunch of new elemental effect combos and interactions. -Added a couple new vfx to various situations. -Added some new elements to the training area.
General Changes
-Reworked unlock progression to included unlocks for flawlessly defeating bosses. -Some items that where always available now require unlocking, unlocked items will stay unlocked even if their conditions changed. -A few boss defeat unlocks are now boss flawless unlocks. -Updated item database orbs with new unlock conditions. -Ships select texts now flash if you have won an interception run with that ship. -Cargo ships now carry up to 2 additional upgrade to choose from as long as you haven't taken heart damage in the current zone/your current run. -Enemy melee strikes can now damage most things (except the ship that attacks.) -Turrets no longer enter tracking state while you have temporary stealth. -Elemental destroyer variants are no longer immune to their own effects. :] -EMP and nova-bomb Minelayer variants are now exclusive to certain zones. -Salvager boss and refinery boss now slowly turn on their own power to create more dynamic safe zones. -Changes some on-screen hazard warnings to better differentiate them from new ones. -Chunk Sacred traded ship model with Knife Diva, who's ship got a complete redesign in turn. -Pause screen now eventually stops displaying additional stacks if you collect very large amounts of a single upgrade (purely visual, item tooltip and stats will still count as usual). -Shield UI now reacts faster when DoTs are applied to the player ship.
Balancing
-Burning damage shield delay increased (1s-->1.25s). -Freeze effects now work on a gradual thawing system again, reducing the shield limit as you thaw (also more similar to how the effect works on enemies.) -Individual coolant shots now only inflict a 20% shield reduction instead of the full 50%. -Coolant effects no longer cause tether cooldown. -Impact rip damage from harpoons can now instantly rip an attachments (previously another regular rip damage tick was required.) -Harpoon impact damage, rip damage and armor strip can now only trigger once every 4 seconds. -Impact rip damage is now affected by rip resistance. -Chain-linker now generally treats all chained tethers as connected to your ship, enabling it to multiply certain effects. -Buffer tanks now also increases acceleration by 5%. -Messy Barbs now also increases damage ships take from getting an attachment ripped off by a flat +10 (and now comes with a custom harpoon sprite.) -Unstable Arc Coil damage nerfed (16-->12). -Displacer Sheath charge time increased (6s-->8s). -Gravity Anchor now requires a 12s cooldown to charge and gets +1 max charge per stack. -Tug Targeting now also periodically reveals stealth objects. -Shock Shielding now also reduces any EMP buildup by 40%. -Connecting your ship to electrified objects now causes 100% EMP buildup instead of directly triggering EMP, allowing you to resist the effect with Shock Shielding. -Getting EMPed now also disables many passive effects like minesweeper EDR etc. -"Ionized Clouds" wave modifier now also causes minor EMP Buildup. -Mines that spawn as part of a wave now persist for much longer. -Sector Defense Laser range increased (600-->700) -Infrared Autolaser range increased (700-->800) -Emperor Class Hypercarrier health reduced (2800-->2400) -Emperor Class Hypercarrier now adjusts its phase progression better to loosing attachments. -Ultra Launch System damage vs hostile nerfed (30-->18). -General Class health and armor increased (5500-->6000; 4-->8) -FloAux interceptors now launch with their jump on a much shorter cooldown (6s-->1.5s) -FloAux bombers now launch shielded and keep shields up for 12 seconds after launch.
Fixes
-Fixed inaccuracy in how facing swing target is considered when swinging around very large objects. -Fixed overdrive heat vent sound not playing. -Fixed some turrets not being affected by targeting time delays. -Fixed Tug Targeting displaying actual attachment hp as bars instead of current stress hp. -Fixed homing harpoons leading to weird debris creation when the harpoon also activates Flaring Hardlight during flight. -Fixed limiting stats related to Slayer Glacier A's secret mechanic not being saved and loaded correctly. -Fixed a problem with how printer charge is applied and stored on run save/load. -Fixed endless run saves being erroneously labeled as interception runs. -Fixed slayer glacier stealth duration not resetting correctly when being selected repeatedly on title screen. -Fixed wrong variants of the stealth ship having tac-jump capability. -Fixed orphaned harpoon flares appearing if entering transit sequence while tethers are deployed. -Fixed end tech wreckage being able to drop health. -Fixed a sound issue on wire explosions. -Fixed too long explosion delay on nova bombs. -Fixed projectile deflection still affecting some elemental attacks. -Fixed wave 44c medic class not being considered a wave target, leading to instant wave completion.
Red Tether 1.2 Hazard Zone Is In The Works!
After wrapping up the Swirl W@tch release I finally found some time to put together the next content update for ---Red---Tether-->. This is the big one, adding a ton of stuff that I had been considering and planning since launch.
Ship B Variants
The star of the show will be the new B variants for all player ships, featuring starting upgrades that try to add a fresh spin on the original ship’s play style. Some highlights: Puppy Renegade B gets Crash Hammer, amplifying Speed-Crashes even more than Crash-Saw, but also causing you to bounce back from colliding with large things. Shackles Flora B does something quirky with tether connections again, starting with a Multi Projector that allows you to charge up and fire additional harpoons, which are then all tethered to the next one you fire. This allows to quickly concentrate a lot of rip or pull force on a single object, but also has a lot of unexpected synergy-potential. Knife Diva B again gets an alternate means of offense: Hardlight Arms allow you to yield any weapon attachment that you have ripped from enemy ships. Fire them till their ammunition is depleted, then throw them at whatever is left for a final burst of damage. Chunk Sacred and Plush Revolver where in a bit of a tough spot for getting an alternate play style. There is only so much you can do with tanky ship and glass cannon ship, so I opted for them to stray much further from their A variant. In the end they both got things that invite you to pretty drastically change how you play a run. The B variants will require looting ship design data from a new boss that is only sent against ships that have already managed to win an interception run. Getting the new ships can be considered the new late game.
New Upgrads, New Zone Variants
But there is a lot to find for new players too. Many more upgrades will make it into to the loot pool, about 30 new ones total, a third more of what the game previously had. Further more, Zone 2, 3 and 4 are all getting a rework. The goal there is to make their two zone variants much more distinct. The Refinery Complex is still the fuel zone, but Chemical Spill now focuses on a new acid hazard for example. There will be three new hazard mechanics for you to counter and exploit in these reworked zones. As with the existing hazards, they can affect both you and the enemy fleet. New enemy variants and wave modifiers will also make use of these new systems. And you can probably guess what the B variants of the hazard squad ships are all about.
Additional Tweaks
Alongside the new content the game will also get some minor bug fixed, additions to the training area, quality of life tweaks, new lore and balance changes. Most noticeably you will get additional loot choices on cargo ships if you haven’t taken heart damage during the entire run/the current zone respectively. The zone rework will also aim to even out the zone 3 difficulty spike.
---Red---Tether--> 1.2 Hazard Zone was a blast to make and is already feature complete. I’m doing some final additions and testing during the next weeks. The update will then release on June 29. As with my previous content updates, it will be free of charge.
Cheers and stay tethered! Stefan – Sleeper Games
Swirl W@tch has launched! (Hyperspace Anthology Vol 2)
https://store.steampowered.com/app/2081970/Swirl_Wtch/ Attention all RTP affiliates: The next entry in the Hyperspace Anthology has arrived: Swirl W@tch shares the top-down perspective, game world and art style with ---Red---Tether-->, but explores a completely different genre. You will stealth-infiltrate the ravaging industries of Cloud 2, a vibrant gas-giant that has become the new Floatoid home-world. Use sonar to track corporate guard forces, eliminate or capture ships using a plethora of gadgets and grow the resistance movement to unlock new gear. Swirl W@tch is available for Windows PC and Linux. If you decide to get the game then please consider leaving a review, reaching at least 10 reviews is crucial for the game right now. A thousand limbs uplift you!
As for ---Red---Tether-->: I’m still considering how I want to structure the upcoming content updates, as in what will get added in what order. Stay tuned for more infos in the upcoming months.
Cheers Stefan – Sleeper Games
---Red---Tether--> Anniversary Update!
Turns out ---Red---Tether--> is already out for one year now!?! I’m was pretty busy with my next game release so I kinda missed that, but I made time to put together a small content update. Version 1.140: Anniversary extends the game soundtrack with 7 new music tracks! The update is available for free on all platform.
There also have been a lot of smaller patches during the last months, thanks to increased community feedback. Alongside smaller fixes, these updates also eliminated some difficulty spikes, made certain items more usable and reworked the progression to give better mid game rewards. You can check out the whole changelog here.
Thanks to everyone who reviewed the game so far! Red Tether’s moderate success keeps the studio going and your reviews play a part in that. And I’m still looking forward to adding some more meaty content to the game later this year!
Cheers and stay tethered! Stefan – Sleeper Games
Red Tether Version 1.112 (Hazard Squad)
Balance -Hornetric Needle recall homing increased (20°-->30°). -Harpoons recalled with Hornetric Needle now deal +20 rip/hull on impact. This damage scales with ship pull force. -Wire Guidance harpoon turn rate increased (90°/s-->120°/s) and range bonus buffed (+10%-->+15%). -Overdrive Ignition nerfed (passive top speed/acel 10%-->5%, overdrive top speed +60%-->+40%, overdrive acel 30%-->20%). -Turbine spindel top speed penalty reduced (-10%-->-5%). -Heavy Duty now also increases rip damage when pulling with your ship by +50%. -Thruster Set nerfed (top speed +15%-->+10%). -Engine Overwrite Kit nerfed (top speed +25%-->+20%). -Cooldowner tooltip now mentions that it affects engine cooling as well. -Base engine cooling rate reduced by 25%. -Savior Class Battleship is now a zone 4 boss (was zone 3). -First jump of the Savior Class chain-jump attack needs longer to charge up now (1s-->2s). -Savior Class now skips remaining chain jumps if it manages to damage you. -Emperor Class carrier now spawns with a stronger, larger carrier group. -Emperor Class carrier now deploys way more fighter wings. -Emperor Class carrier armor and health increased. -Bunker Class shielded station now has stronger defense units and more non-shield health. -Nano Singularity damage nerfed.
General Changes -Improvised armor conversion now has you retain any excess health above conversion threshold. -Fuel spills created from the destruction of a burning object now auto-ignite. -Early waves in endless mode should be less asteroid focused now. -Endless spawn pattern 7 now creates the two fleet groups closer together. -Autopause option now makes the game pause whenever your cursor leaves the game window and takes effect in fullscreen too
Fixes -Fixed high level carriers being able to spawn way too early in endless mode. -Fixed loading an endless mode run delaying next loot ship. -Fixed a problem causing mobile refinery boss to not target it's broadside attack correctly. -Fixed homing harpoons getting stuck in mid air if their target is disabled with EMP from any source. -Fixed items duplicating in inventory when loading a save. -Fixed wrong track playing when pausing during the advanced battleship fight. (?)
Red Tether Version 1.112-1.140 (Anniversary)
Red Tether Version 1.112
Balance -Hornetric Needle recall homing increased (20°-->30°). -Harpoons recalled with Hornetric Needle now deal +20 rip/hull on impact. This damage scales with ship pull force. -Wire Guidance harpoon turn rate increased (90°/s-->120°/s) and range bonus buffed (+10%-->+15%). -Overdrive Ignition nerfed (passive top speed/acel 10%-->5%, overdrive top speed +60%-->+40%, overdrive acel 30%-->20%). -Turbine spindel top speed penalty reduced (-10%-->-5%). -Heavy Duty now also increases rip damage when pulling with your ship by +50%. -Thruster Set nerfed (top speed +15%-->+10%). -Engine Overwrite Kit nerfed (top speed +25%-->+20%). -Cooldowner tooltip now mentions that it affects engine cooling as well. -Base engine cooling rate reduced by 25%. -Savior Class Battleship is now a zone 4 boss (was zone 3). -First jump of the Savior Class chain-jump attack needs longer to charge up now (1s-->2s). -Savior Class now skips remaining chain jumps if it manages to damage you. -Emperor Class carrier now spawns with a stronger, larger carrier group. -Emperor Class carrier now deploys way more fighter wings. -Emperor Class carrier armor and health increased. -Bunker Class shielded station now has stronger defense units and more non-shield health. -Nano Singularity damage nerfed.
General Changes -Improvised armor conversion now has you retain any excess health above conversion threshold. -Fuel spills created from the destruction of a burning object now auto-ignite. -Early waves in endless mode should be less asteroid focused now. -Endless spawn pattern 7 now creates the two fleet groups closer together. -Autopause option now makes the game pause whenever your cursor leaves the game window and takes effect in fullscreen too
Fixes -Fixed high level carriers being able to spawn way too early in endless mode. -Fixed loading an endless mode run delaying next loot ship. -Fixed a problem causing mobile refinery boss to not target it's broadside attack correctly. -Fixed homing harpoons getting stuck in mid air if their target is disabled with EMP from any source. -Fixed items duplicating in inventory when loading a save. -Fixed wrong track playing when pausing during the advanced battleship fight. (?)
Red Tether Version 1.114 -Enemies struck by lightning EMP gain 10% EMP resistance on each hit, becoming immune to the effect once reaching 100%. -Internal components (mine displacers, hangars) are now affected by EMP as well if their parent ship hull gets EMP. -Secret mechanic of Frost Stalker Hull now only gets used up if you don't have any black ops codes. -Fixed regular bosses spawning when attempting to fight war factory before wave 50 in endless mode. -Fixed Collector Sockets using up Black Ops Code charges when ripping shield generators.
Red Tether Version 1.115 -Major progression change: Ship specific interception and endless win unlocks have switched placed. So interception now gets you unique new items per ships, while endless (which 90% of player never see to be honest) now just adds the ship specific starting items to the loot pool. This is due to ongoing concerns that the game's unlock progression is way too backloaded. Too much of the cool stuff was hidden behind endless mode essentially. This does not take affect retroactively, anything you have already unlocked will stay unlocked. -Sawfriend base damage against hostile increased by 50% (4-->6 / per tick) -Saw Friend can now be recalled to your position by holding reel for 3 seconds. This only works if your saw is far away and you don't have a tether connected to your ship. Recalling sawblade into enemies has it bounce off without much effect. -Emission Mask tooltip now makes it more clear how engine heat affects fuel ignition. -Reduced spawns on some zone 3 waves in fleet interception mode. -Adjusted spawn rate for asteroids and cruisers in endless mode. -Thermal overload can now only trigger on ship hulls. -Fixed infinite thermal overload triggering on objects that are immune to explosion damage. -Fixed Savior Class not spawning a loot ship (since fight is placed on a loot wave now). -Fixed other bosses not being removed from boss pool when [redacted] is triggered. -Fixed a visual bug with unstable arc coil damage float text. -Fixed a problem preventing new Hornetrick Needle effects from triggering.
Red Tether Version 1.116 -Heavy Duty shield bonus increased (10%-->30%). -Sawfriend base damage against hostile toned down again (6-->5 / per tick). -Overdrive Ignition no longer gives passive speed bonuses. -Overheating engines now cause 0.5 second engine cooldown and kicks you out of overdrive. -Overdrive can no longer be active while burning. -Instead of stopping, engine heat accumulation now actually increases if you are boosting and already burning. -Projector overheat now adds longer tether cooldown and also stresses your shields, which go on an equally long cooldown. -Projector overheat now destroys all tethers. -Zero Scatter-System shot lifetime nerfed (6.5s-->4s). -Zero Scatter-System reload time increased (4s-->6s). -Cryo Launch System AoE reduced by 20%. -Cryo Launch System elemental shot lifetime nerfed (2s-->1.5s). -Cryo Launch Ultra shot speed and AoE damage nerfed. -Decreased the overall amount of elemental enemies that can spawn in a wave. -Missile launchers now lead their attacks slightly better while you are in overdrive. -Missile launchers can no longer lead their attacks while you are stealthed. -Missile launchers now spread their attacks more while you are stealthed. -Fixed elemental effects being transfered when switching ship on title area. -Fixed a problem with sawblade recall visuals. -Fixed refinery boss not spawning a loot ship.
1.140 (Anniversary) -Extended the game soundtrack with 7 new music tracks. -Projector Overcharge cooldown penalty reduced (0.75-->0.5). -Wire Guidance harpoon turn rate increased (120°/s-->360°/s). -Wire Guidance cursor homing now only takes effect while holding reel. -Hornetrick Needle recall now triggers on reel release instead of press and does not trigger if reel was held for more than 0.1 second. -Foam Nozzles now also grants 5% resistance to explosive damage. -Saw blade no longer respawns on each wave (since you can recall it manually now). -Seeker Torpedoes now become unstable when tethered and detonate after 5 seconds. -Added some additional object to stealth boss fight. -Fixed some erroneous loot ship placement in waves that aren't actual loot waves. -Fixed Sword Breaker harpoons disabling shield generators on hit.
Red Tether Version 1.112-1.116 (Hazard Squad)
Red Tether Version 1.112
Balance -Hornetric Needle recall homing increased (20°-->30°). -Harpoons recalled with Hornetric Needle now deal +20 rip/hull on impact. This damage scales with ship pull force. -Wire Guidance harpoon turn rate increased (90°/s-->120°/s) and range bonus buffed (+10%-->+15%). -Overdrive Ignition nerfed (passive top speed/acel 10%-->5%, overdrive top speed +60%-->+40%, overdrive acel 30%-->20%). -Turbine spindel top speed penalty reduced (-10%-->-5%). -Heavy Duty now also increases rip damage when pulling with your ship by +50%. -Thruster Set nerfed (top speed +15%-->+10%). -Engine Overwrite Kit nerfed (top speed +25%-->+20%). -Cooldowner tooltip now mentions that it affects engine cooling as well. -Base engine cooling rate reduced by 25%. -Savior Class Battleship is now a zone 4 boss (was zone 3). -First jump of the Savior Class chain-jump attack needs longer to charge up now (1s-->2s). -Savior Class now skips remaining chain jumps if it manages to damage you. -Emperor Class carrier now spawns with a stronger, larger carrier group. -Emperor Class carrier now deploys way more fighter wings. -Emperor Class carrier armor and health increased. -Bunker Class shielded station now has stronger defense units and more non-shield health. -Nano Singularity damage nerfed.
General Changes -Improvised armor conversion now has you retain any excess health above conversion threshold. -Fuel spills created from the destruction of a burning object now auto-ignite. -Early waves in endless mode should be less asteroid focused now. -Endless spawn pattern 7 now creates the two fleet groups closer together. -Autopause option now makes the game pause whenever your cursor leaves the game window and takes effect in fullscreen too
Fixes -Fixed high level carriers being able to spawn way too early in endless mode. -Fixed loading an endless mode run delaying next loot ship. -Fixed a problem causing mobile refinery boss to not target it's broadside attack correctly. -Fixed homing harpoons getting stuck in mid air if their target is disabled with EMP from any source. -Fixed items duplicating in inventory when loading a save. -Fixed wrong track playing when pausing during the advanced battleship fight. (?)
Red Tether Version 1.114 -Enemies struck by lightning EMP gain 10% EMP resistance on each hit, becoming immune to the effect once reaching 100%. -Internal components (mine displacers, hangars) are now affected by EMP as well if their parent ship hull gets EMP. -Secret mechanic of Frost Stalker Hull now only gets used up if you don't have any black ops codes. -Fixed regular bosses spawning when attempting to fight war factory before wave 50 in endless mode. -Fixed Collector Sockets using up Black Ops Code charges when ripping shield generators.
Red Tether Version 1.115 -Major progression change: Ship specific interception and endless win unlocks have switched placed. So interception now gets you unique new items per ships, while endless (which 90% of player never see to be honest) now just adds the ship specific starting items to the loot pool. This is due to ongoing concerns that the game's unlock progression is way too backloaded. Too much of the cool stuff was hidden behind endless mode essentially. This does not take affect retroactively, anything you have already unlocked will stay unlocked. -Sawfriend base damage against hostile increased by 50% (4-->6 / per tick) -Saw Friend can now be recalled to your position by holding reel for 3 seconds. This only works if your saw is far away and you don't have a tether connected to your ship. Recalling sawblade into enemies has it bounce off without much effect. -Emission Mask tooltip now makes it more clear how engine heat affects fuel ignition. -Reduced spawns on some zone 3 waves in fleet interception mode. -Adjusted spawn rate for asteroids and cruisers in endless mode. -Thermal overload can now only trigger on ship hulls. -Fixed infinite thermal overload triggering on objects that are immune to explosion damage. -Fixed Savior Class not spawning a loot ship (since fight is placed on a loot wave now). -Fixed other bosses not being removed from boss pool when [redacted] is triggered. -Fixed a visual bug with unstable arc coil damage float text. -Fixed a problem preventing new Hornetrick Needle effects from triggering.
Red Tether Version 1.116 -Heavy Duty shield bonus increased (10%-->30%). -Sawfriend base damage against hostile toned down again (6-->5 / per tick). -Overdrive Ignition no longer gives passive speed bonuses. -Overheating engines now cause 0.5 second engine cooldown and kicks you out of overdrive. -Overdrive can no longer be active while burning. -Instead of stopping, engine heat accumulation now actually increases if you are boosting and already burning. -Projector overheat now adds longer tether cooldown and also stresses your shields, which go on an equally long cooldown. -Projector overheat now destroys all tethers. -Zero Scatter-System shot lifetime nerfed (6.5s-->4s). -Zero Scatter-System reload time increased (4s-->6s). -Cryo Launch System AoE reduced by 20%. -Cryo Launch System elemental shot lifetime nerfed (2s-->1.5s). -Cryo Launch Ultra shot speed and AoE damage nerfed. -Decreased the overall amount of elemental enemies that can spawn in a wave. -Missile launchers now lead their attacks slightly better while you are in overdrive. -Missile launchers can no longer lead their attacks while you are stealthed. -Missile launchers now spread their attacks more while you are stealthed. -Fixed elemental effects being transfered when switching ship on title area. -Fixed a problem with sawblade recall visuals. -Fixed refinery boss not spawning a loot ship.
Red Tether Version 1.112-1.115 (Hazard Squad)
Red Tether Version 1.112
Balance -Hornetric Needle recall homing increased (20°-->30°). -Harpoons recalled with Hornetric Needle now deal +20 rip/hull on impact. This damage scales with ship pull force. -Wire Guidance harpoon turn rate increased (90°/s-->120°/s) and range bonus buffed (+10%-->+15%). -Overdrive Ignition nerfed (passive top speed/acel 10%-->5%, overdrive top speed +60%-->+40%, overdrive acel 30%-->20%). -Turbine spindel top speed penalty reduced (-10%-->-5%). -Heavy Duty now also increases rip damage when pulling with your ship by +50%. -Thruster Set nerfed (top speed +15%-->+10%). -Engine Overwrite Kit nerfed (top speed +25%-->+20%). -Cooldowner tooltip now mentions that it affects engine cooling as well. -Base engine cooling rate reduced by 25%. -Savior Class Battleship is now a zone 4 boss (was zone 3). -First jump of the Savior Class chain-jump attack needs longer to charge up now (1s-->2s). -Savior Class now skips remaining chain jumps if it manages to damage you. -Emperor Class carrier now spawns with a stronger, larger carrier group. -Emperor Class carrier now deploys way more fighter wings. -Emperor Class carrier armor and health increased. -Bunker Class shielded station now has stronger defense units and more non-shield health. -Nano Singularity damage nerfed.
General Changes -Improvised armor conversion now has you retain any excess health above conversion threshold. -Fuel spills created from the destruction of a burning object now auto-ignite. -Early waves in endless mode should be less asteroid focused now. -Endless spawn pattern 7 now creates the two fleet groups closer together. -Autopause option now makes the game pause whenever your cursor leaves the game window and takes effect in fullscreen too
Fixes -Fixed high level carriers being able to spawn way too early in endless mode. -Fixed loading an endless mode run delaying next loot ship. -Fixed a problem causing mobile refinery boss to not target it's broadside attack correctly. -Fixed homing harpoons getting stuck in mid air if their target is disabled with EMP from any source. -Fixed items duplicating in inventory when loading a save. -Fixed wrong track playing when pausing during the advanced battleship fight. (?)
Red Tether Version 1.114 -Enemies struck by lightning EMP gain 10% EMP resistance on each hit, becoming immune to the effect once reaching 100%. -Internal components (mine displacers, hangars) are now affected by EMP as well if their parent ship hull gets EMP. -Secret mechanic of Frost Stalker Hull now only gets used up if you don't have any black ops codes. -Fixed regular bosses spawning when attempting to fight war factory before wave 50 in endless mode. -Fixed Collector Sockets using up Black Ops Code charges when ripping shield generators.
Red Tether Version 1.115 -Major progression change: Ship specific interception and endless win unlocks have switched placed. So interception now gets you unique new items per ships, while endless (which 90% of player never see to be honest) now just adds the ship specific starting items to the loot pool. This is due to ongoing concerns that the game's unlock progression is way too backloaded. Too much of the cool stuff was hidden behind endless mode essentially. This does not take affect retroactively, anything you have already unlocked will stay unlocked. -Sawfriend base damage against hostile increased by 50% (4-->6 / per tick) -Saw Friend can now be recalled to your position by holding reel for 3 seconds. This only works if your saw is far away and you don't have a tether connected to your ship. Recalling sawblade into enemies has it bounce off without much effect. -Emission Mask tooltip now makes it more clear how engine heat affects fuel ignition. -Reduced spawns on some zone 3 waves in fleet interception mode. -Adjusted spawn rate for asteroids and cruisers in endless mode. -Thermal overload can now only trigger on ship hulls. -Fixed infinite thermal overload triggering on objects that are immune to explosion damage. -Fixed Savior Class not spawning a loot ship (since fight is placed on a loot wave now). -Fixed other bosses not being removed from boss pool when [redacted] is triggered. -Fixed a visual bug with unstable arc coil damage float text. -Fixed a problem preventing new Hornetrick Needle effects from triggering.