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---Red---Tether-->NewsRed Tether Version 1.200 Hazard Zone
In-game event

Red Tether Version 1.200 Hazard Zone

---Red---Tether--> · published 29 Jun 2023, 17:00 UTC

All newsPlayers around this dateRead on Steam

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.

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