Version 1.203/1.204/1.205 (End-Tech) change_dog.txt
New Content -27 new passives added -8 new weapons added -3 new actives added -Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless r
Full notes
Full Hyperspace Dogfights update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
5 fixes3 additions0 changes0 removals
Balance
UI and audio
Performance
Events
Fixes
addedNew Content -27 new passives added -8 new weapons added -3 new actives added -Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless run -Added a couple new weapon prefixes that make use of recently added weapon stats -Added unlock menu ("Data Cloud") to the pause screen, showing tooltips and descriptions for unlocked items and silhouettes and unlock conditions for locked items -Added a new hitsparks that trigger on all kinds of impacts (affected by enemy armor, shot procs and weapon type, replaces old shield particle system)
addedBalancing -Coolness impact on loot quality is 50% random now -Chest spawns above tier 1 now add a small amount of downgrade chance to that chest tier (+1%/+4%/+10%; up to 20%/40%/60%) -Ranged and melee attack rate are different stats now and some items affect them separately -Passive choice chests can no longer contain the same item multiple times (?) -Shot proc chance minimums are capped now, counteracting situations where massive amounts of fire rate or shot count would eliminate proc chances altogether -Vastly increased the threshold at which bosses become immune to damage cascade -[redacted] armor increased -Carrier engine crit exposure nerfed and health increased -Drone enemies now have small amounts of armor -Nerfed shuriken and bow shot collision timeout -Added damage charge timeout to: Bomb Bay, Rocket Rack, Rocket Pod -Kinetic Burst Cannon burst count and fire rate increased -Advanced Kinetics damage increased -Kinetic Repeater base damage increased, fire rate decreased -Phase Flak damage increased -Electron lazer fire rate nerfed -Halberd fire rate and damage buffed -Experimental Coilage max shield gain and gain rate nerfed -Broken Heart now breaks two hearts -Perfect Prism is now tier 3 (was 2) -Replacement Body is now tier 3 (was 4) -Determination Core is now tier 4 (was 3) -Simple EMP Device is now tier 2 (was 3) -Radiation Shielding now affects nanowire -Top speed and boost ignition are now capped at 1000% -Flock drones now take 6 damage per second when colliding with floor or props (instead of instantly dying) -Special Ammo now also grants a bonus to sticky payloads, photon armor piercing and EMP weapon crit chance -Hardlight Crysalis has an additional effect now -Phase weapons can now be fired during jumps -Hyper Shields/Hyper Hardening invincibility now deflects all attacks, including photon. Icons have changed to _reflect_ that. -Bullet repel effects (like from Reverse-G Field) now culminate in a radial deflect when they end -H-Roll Barrier duration nerfed -Hyper Shields and Hyper Hardening duration nerfed -Hyper Shields and Reverse-G Field charge requirements changed
addedQuality of Life -Added a new, larger reticle for maximum traceability on mouse aim -Jet stat sheet now takes more factors into account for when it shows acceleration -Shots with guaranteed emp, photon shield pierce or sticky effects no longer overwrite damage number float text, but float text still changes color to visualize the guaranteed proc taking effect. -If non-multiplied accumulating damage exceeds the remaining health of a hostile you now get OVERKILL! text -Slowed melee attack rate no longer decreases combo window -Speedrun mode no longer allows boss elites to spawn unless boss elite chance is increased by other items -A couple old-school weapons have their paintjob changed to better reflect their power level
fixedBug Fixes -Removed a potential cause of large amounts of residual forces in flock drones after leaving an intermission -Reworked weapon anims to have them sync better with changing fire rates -Fixed SRM Decay Rail not reducing it's damage correctly when it increases in shot count -Fixed explosions missing some effects if not spawned from shot->enemy collisions -Fixed a scenario where player armor piercing bonuses would be applied multiple times to player attacks -Fixed some inconsistencies for when player shield damage text is displayed when taking damage from explosions -Fixed melee weapons continuously shattering if particles are disabled in options -Fixed turn rate caps not being applied on Zero Friction parts -Fixed Sentient Battery only granting its increased bonus charge to low-req actives if they are acquired after the battery -Fixed a late game technophage not showing victories on title screen -Fixed slow melee attack rates locking player out of performing melee combos -Fixed credits music track persisting for game relaunch -Fixed a few instances of locked items being added to the loot pool if specific other items are unlocked -Fixed Hyper Hot Combat Chip still affecting time in intermission and credits -Fixed double entries for accuracy on jet stat sheet -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed revealed items in regular locked chests not showing their tooltip when using mouse item -Fixed rage squadron acting too chill -Fixed double entries for accuracy on jet stat sheet -Added a minor timeout to active activation in an attempt to fix a rare crash -Fixed a problem prevent weapons that deal both explosive and direct damage from using accumulating damage modifiers -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed a tiny chance of active drops exceeding the per-zone limit -Fixed SRM Replicator tooltip breaking if it is put into a chest while in the used state
fixed1.204 (End-Tech) -Fixed a problem causing technophages to show as locked in data cloud, regardless of unlock state -Multi-phage runs no longer disable phage victory/mastery unlocks -Instead, a few specific Technophages that are classified as "run changer" now disable phage victory/mastery unlocks for challenge phages -Fixed Stygian Material not showing up in pause screen
fixed1.204b (End-Tech) -Fixed a problem where beams not directly fired from player would be treated like projectiles for impact generation, leading to a visual glitch -Added notification after carrier launch when playing with run changer Technophages
Hyperspace Dogfights changes
addedNew Content -27 new passives added -8 new weapons added -3 new actives added -Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless run -Added a couple new weapon prefixes that make use of recently added weapon stats -Added unlock menu ("Data Cloud") to the pause screen, showing tooltips and descriptions for unlocked items and silhouettes and unlock conditions for locked items -Added a new hitsparks that trigger on all kinds of impacts (affected by enemy armor, shot procs and weapon type, replaces old shield particle system)
addedBalancing -Coolness impact on loot quality is 50% random now -Chest spawns above tier 1 now add a small amount of downgrade chance to that chest tier (+1%/+4%/+10%; up to 20%/40%/60%) -Ranged and melee attack rate are different stats now and some items affect them separately -Passive choice chests can no longer contain the same item multiple times (?) -Shot proc chance minimums are capped now, counteracting situations where massive amounts of fire rate or shot count would eliminate proc chances altogether -Vastly increased the threshold at which bosses become immune to damage cascade -[redacted] armor increased -Carrier engine crit exposure nerfed and health increased -Drone enemies now have small amounts of armor -Nerfed shuriken and bow shot collision timeout -Added damage charge timeout to: Bomb Bay, Rocket Rack, Rocket Pod -Kinetic Burst Cannon burst count and fire rate increased -Advanced Kinetics damage increased -Kinetic Repeater base damage increased, fire rate decreased -Phase Flak damage increased -Electron lazer fire rate nerfed -Halberd fire rate and damage buffed -Experimental Coilage max shield gain and gain rate nerfed -Broken Heart now breaks two hearts -Perfect Prism is now tier 3 (was 2) -Replacement Body is now tier 3 (was 4) -Determination Core is now tier 4 (was 3) -Simple EMP Device is now tier 2 (was 3) -Radiation Shielding now affects nanowire -Top speed and boost ignition are now capped at 1000% -Flock drones now take 6 damage per second when colliding with floor or props (instead of instantly dying) -Special Ammo now also grants a bonus to sticky payloads, photon armor piercing and EMP weapon crit chance -Hardlight Crysalis has an additional effect now -Phase weapons can now be fired during jumps -Hyper Shields/Hyper Hardening invincibility now deflects all attacks, including photon. Icons have changed to _reflect_ that. -Bullet repel effects (like from Reverse-G Field) now culminate in a radial deflect when they end -H-Roll Barrier duration nerfed -Hyper Shields and Hyper Hardening duration nerfed -Hyper Shields and Reverse-G Field charge requirements changed
addedQuality of Life -Added a new, larger reticle for maximum traceability on mouse aim -Jet stat sheet now takes more factors into account for when it shows acceleration -Shots with guaranteed emp, photon shield pierce or sticky effects no longer overwrite damage number float text, but float text still changes color to visualize the guaranteed proc taking effect. -If non-multiplied accumulating damage exceeds the remaining health of a hostile you now get OVERKILL! text -Slowed melee attack rate no longer decreases combo window -Speedrun mode no longer allows boss elites to spawn unless boss elite chance is increased by other items -A couple old-school weapons have their paintjob changed to better reflect their power level
fixedBug Fixes -Removed a potential cause of large amounts of residual forces in flock drones after leaving an intermission -Reworked weapon anims to have them sync better with changing fire rates -Fixed SRM Decay Rail not reducing it's damage correctly when it increases in shot count -Fixed explosions missing some effects if not spawned from shot->enemy collisions -Fixed a scenario where player armor piercing bonuses would be applied multiple times to player attacks -Fixed some inconsistencies for when player shield damage text is displayed when taking damage from explosions -Fixed melee weapons continuously shattering if particles are disabled in options -Fixed turn rate caps not being applied on Zero Friction parts -Fixed Sentient Battery only granting its increased bonus charge to low-req actives if they are acquired after the battery -Fixed a late game technophage not showing victories on title screen -Fixed slow melee attack rates locking player out of performing melee combos -Fixed credits music track persisting for game relaunch -Fixed a few instances of locked items being added to the loot pool if specific other items are unlocked -Fixed Hyper Hot Combat Chip still affecting time in intermission and credits -Fixed double entries for accuracy on jet stat sheet -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed revealed items in regular locked chests not showing their tooltip when using mouse item -Fixed rage squadron acting too chill -Fixed double entries for accuracy on jet stat sheet -Added a minor timeout to active activation in an attempt to fix a rare crash -Fixed a problem prevent weapons that deal both explosive and direct damage from using accumulating damage modifiers -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed a tiny chance of active drops exceeding the per-zone limit -Fixed SRM Replicator tooltip breaking if it is put into a chest while in the used state
fixed1.204 (End-Tech) -Fixed a problem causing technophages to show as locked in data cloud, regardless of unlock state -Multi-phage runs no longer disable phage victory/mastery unlocks -Instead, a few specific Technophages that are classified as "run changer" now disable phage victory/mastery unlocks for challenge phages -Fixed Stygian Material not showing up in pause screen
New Content -27 new passives added -8 new weapons added -3 new actives added -Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless run -Added a couple new weapon prefixes that make use of recently added weapon stats -Added unlock menu ("Data Cloud") to the pause screen, showing tooltips and descriptions for unlocked items and silhouettes and unlock conditions for locked items -Added a new hitsparks that trigger on all kinds of impacts (affected by enemy armor, shot procs and weapon type, replaces old shield particle system)
Balancing -Coolness impact on loot quality is 50% random now -Chest spawns above tier 1 now add a small amount of downgrade chance to that chest tier (+1%/+4%/+10%; up to 20%/40%/60%) -Ranged and melee attack rate are different stats now and some items affect them separately -Passive choice chests can no longer contain the same item multiple times (?) -Shot proc chance minimums are capped now, counteracting situations where massive amounts of fire rate or shot count would eliminate proc chances altogether -Vastly increased the threshold at which bosses become immune to damage cascade -[redacted] armor increased -Carrier engine crit exposure nerfed and health increased -Drone enemies now have small amounts of armor -Nerfed shuriken and bow shot collision timeout -Added damage charge timeout to: Bomb Bay, Rocket Rack, Rocket Pod -Kinetic Burst Cannon burst count and fire rate increased -Advanced Kinetics damage increased -Kinetic Repeater base damage increased, fire rate decreased -Phase Flak damage increased -Electron lazer fire rate nerfed -Halberd fire rate and damage buffed -Experimental Coilage max shield gain and gain rate nerfed -Broken Heart now breaks two hearts -Perfect Prism is now tier 3 (was 2) -Replacement Body is now tier 3 (was 4) -Determination Core is now tier 4 (was 3) -Simple EMP Device is now tier 2 (was 3) -Radiation Shielding now affects nanowire -Top speed and boost ignition are now capped at 1000% -Flock drones now take 6 damage per second when colliding with floor or props (instead of instantly dying) -Special Ammo now also grants a bonus to sticky payloads, photon armor piercing and EMP weapon crit chance -Hardlight Crysalis has an additional effect now -Phase weapons can now be fired during jumps -Hyper Shields/Hyper Hardening invincibility now deflects all attacks, including photon. Icons have changed to _reflect_ that. -Bullet repel effects (like from Reverse-G Field) now culminate in a radial deflect when they end -H-Roll Barrier duration nerfed -Hyper Shields and Hyper Hardening duration nerfed -Hyper Shields and Reverse-G Field charge requirements changed
Quality of Life -Added a new, larger reticle for maximum traceability on mouse aim -Jet stat sheet now takes more factors into account for when it shows acceleration -Shots with guaranteed emp, photon shield pierce or sticky effects no longer overwrite damage number float text, but float text still changes color to visualize the guaranteed proc taking effect. -If non-multiplied accumulating damage exceeds the remaining health of a hostile you now get OVERKILL! text -Slowed melee attack rate no longer decreases combo window -Speedrun mode no longer allows boss elites to spawn unless boss elite chance is increased by other items -A couple old-school weapons have their paintjob changed to better reflect their power level
Bug Fixes -Removed a potential cause of large amounts of residual forces in flock drones after leaving an intermission -Reworked weapon anims to have them sync better with changing fire rates -Fixed SRM Decay Rail not reducing it's damage correctly when it increases in shot count -Fixed explosions missing some effects if not spawned from shot->enemy collisions -Fixed a scenario where player armor piercing bonuses would be applied multiple times to player attacks -Fixed some inconsistencies for when player shield damage text is displayed when taking damage from explosions -Fixed melee weapons continuously shattering if particles are disabled in options -Fixed turn rate caps not being applied on Zero Friction parts -Fixed Sentient Battery only granting its increased bonus charge to low-req actives if they are acquired after the battery -Fixed a late game technophage not showing victories on title screen -Fixed slow melee attack rates locking player out of performing melee combos -Fixed credits music track persisting for game relaunch -Fixed a few instances of locked items being added to the loot pool if specific other items are unlocked -Fixed Hyper Hot Combat Chip still affecting time in intermission and credits -Fixed double entries for accuracy on jet stat sheet -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed revealed items in regular locked chests not showing their tooltip when using mouse item -Fixed rage squadron acting too chill -Fixed double entries for accuracy on jet stat sheet -Added a minor timeout to active activation in an attempt to fix a rare crash -Fixed a problem prevent weapons that deal both explosive and direct damage from using accumulating damage modifiers -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed a tiny chance of active drops exceeding the per-zone limit -Fixed SRM Replicator tooltip breaking if it is put into a chest while in the used state
1.204 (End-Tech) -Fixed a problem causing technophages to show as locked in data cloud, regardless of unlock state -Multi-phage runs no longer disable phage victory/mastery unlocks -Instead, a few specific Technophages that are classified as "run changer" now disable phage victory/mastery unlocks for challenge phages -Fixed Stygian Material not showing up in pause screen
1.204b (End-Tech) -Fixed a problem where beams not directly fired from player would be treated like projectiles for impact generation, leading to a visual glitch -Added notification after carrier launch when playing with run changer Technophages
1.204c (End-Tech) -Fixed player bombs not getting balistic gravity assigned -Fixed run-changer phages partially enabling god mode -Force Gun now fires full auto
1.205 (End-Tech) -Store ships now drop leveled amounts of SRM on death -AA tank shields turn a bit slower now -AA tank objective target count max and scaling decreased -AA tank objective generates targets with more distance between them now -Kinetic heart scales slower now -End-Tech scanner can now also be used to reveal ??? items -Fixed bad chest content ID for Orbital H-Weapon -Fixed beams fired from gun drive displaying projectile shot impacts (?) -Fixed double entry for accuracy on jet stat sheet -Fixed Projected Lenses pause entry -Fixed enemy melee strikes continuously colliding with sec-shield/orbital plate if not also connecting with the player -Fixed kinetic heart not updating health UI correctly -Fixed a few scatter weapon prefixes not interacting correctly with fixed spread weapons