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Red Tether Version 1.009/10 (Launch)

Nearest Threat/Retreat Rework - Lowered the minimum time in a wave before the fleet will consider retreat (60s --> 30s) - Instead of specific ship types, any ships that no longer has weapons, upgrades or boss status can now retreat - This means you can make large sections of a wave retreat just by disarming ships (retreat still only happens once no combat ready enemies remain in a wave) - The threat direction indicator now only points towards combat-ready ships - If only non combat-ready ships are nearby, the threat direction indicator will now point you to the nearest combat-ready ship - The threat direction indicator will now point to stealthed ships as well, but it'll be less accurate Balancing/Adjustments - Chainlinker now also grants +10% rip damage - Tethers now briefly stop flashing when hit by melee - Max tethers! message now gets displayed on ui overlay instead of inworld layer - Fuel spill ignite text now also telegraphs ignite source - The game now makes it more obvious how to extinguish ! CHEM BURN ! - Having Emission Mask now prevents your engine exhaust from igniting fuel spills - Coolant Asteroids are now immune to coolant :o - Heavy Railgun shield delay increased (3s --> 5s) - Tech Vault now comes with two militia classes on long range scouting duty that will eventually tac-jump back to defend the vault - Clarified some tooltips Fixes - Moved collider closer to tether attach point on non-standard harpoon animations, hopefully counteracting situations in which tethers could not contract to zero correctly - Fixed steer right key not being rebindable - Fixed heart ui sometimes showing as empty when random ry shift triggers - Fixed potential target text load error when targeting an objects the same frame it jumped in as reinforcement - Fixed non-emp explosions being unable to ignite fuel spills (?) - Fixed Swordbreaker harpoons being able to parry a single melee strike multiple times - Fixed obsolete unlock trigger for ship 4 still taking effect - Fixed bad collider on one debris animation - Fixed a problem causing simultaneous fuel spill ignitions to sometimes cause one spill to become permanently unignited 1.010 (Launch) - Slightly increased lock-on distance for in-flight missiles to make doing cool stuff a bit easier - Reworked PDC attachments and all missile projectiles to be somewhat easier to spot and target - Added outlines to payload debris - Fixed loading a run multiple times not loading gear from earlier auto-saves correctly - Fixed health max gained from improvised armor not being included in auto-save - Fixed bad target text portion on ---saved---run--> ship - Fixed old wire explosion system still taking effect when ships with tethers in them get destroyed - Fixed some theoretic scenarios in which the game would calculate time in a wave incorrectly 1.010 (Launch) - Slightly increased lock-on distance for in-flight missiles to make doing cool stuff a bit easier - Reworked PDC attachments and all missile projectiles to be somewhat easier to spot and target - Added outlines to payload debris - Fixed loading a run multiple times not loading gear from earlier auto-saves correctly - Fixed health max gained from improvised armor not being included in auto-save - Fixed bad target text portion on ---saved---run--> ship - Fixed old wire explosion system still taking effect when ships with tethers in them get destroyed - Fixed some theoretic scenarios in which the game would calculate time in a wave incorrectly 1.011 (Launch) - Fixed a upgrade sequence load problem that happens after loading a run 3 or more times (?) - Silker Refit: Now does fixed stat changes instead of being unnecessarily complex - Nerfed all speed bonus upgrades - The game now autosaves when entering a new zone - Fixed Emperor Class Carrier playing PDC phase tell sfx even if no PDCs remain - Fixed Emperor Class Carrier not restocking squadrons in hangars when switching to next small craft phase - Fixed a certain ship you need to recover still being flagged as instacrash, making retrieval a bit difficult :( - Fixed adaption antenna immediately granting shield up when loading a saved run - Fixed Tech Scanner not correctly revealing tooltips for auto upgrade cache contents - Fixed Hammer Lance displaying 0 dmg text on targets without armor - Fixed enemy retreat flag not being set correctly


[ 2022-01-31 23:57:54 CET ] [ Original post ]



---Red---Tether-->
Sleeper Games
  • Developer

  • Sleeper Games
  • Publisher

  • Late 2021
  • Release

  • Singleplayer
  • Tags

  • Game News Posts 45  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (65 reviews)


  • Review Score

  • https://store.steampowered.com/app/1714080 
  • Steam Store



  • Red Tether Content Linux [585.25 M]

  • Public Linux depots



  • Red Tether features explosive top-down space action with a unique indirect combat system. You'll face massive space fleets while being armed with nothing but tether-harpoons and your wits. Crash massive vessels into another using your tether’s contracting force, rip off enemy weapons with a well placed harpoon, or use your ship as a battering ram by swinging yourself into the opposition. A multitude of enemy classes, hazards and player upgrades further add to Red-Tether’s combat-puzzle mix, challenging you with split-second tactical decisions amid the general mayhem.

    MINIMAL SETUP
    • OS: Ubuntu 14.04 64bit or higher
    • Processor: 2.8 GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
    • Storage: 500 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 14.04 64bit or higher
    • Processor: 3.2 GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: GeForce GT 710 or better. OpenGL compatible
    • Storage: 500 MB available space
    GAMEBILLET

    [ 5816 ]

    4.09$ (18%)
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    14.93$ (17%)
    8.48$ (58%)
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    3.75$ (85%)
    1.78$ (93%)
    1.12$ (93%)
    16.97$ (15%)
    9.06$ (70%)
    6.99$ (30%)
    GAMERSGATE

    [ 3178 ]

    3.38$ (66%)
    2.5$ (75%)
    10.3$ (59%)
    7.88$ (74%)
    1.05$ (85%)
    11.99$ (20%)
    1.91$ (89%)
    1.13$ (77%)
    2.5$ (75%)
    5.25$ (65%)
    0.23$ (92%)
    3.75$ (62%)
    2.32$ (85%)
    4.5$ (62%)
    12.0$ (70%)
    0.38$ (92%)
    16.0$ (60%)
    3.67$ (47%)
    10.2$ (66%)
    0.38$ (92%)
    0.53$ (92%)
    12.0$ (60%)
    9.0$ (70%)
    0.3$ (92%)
    12.74$ (58%)
    4.95$ (83%)
    2.93$ (77%)
    22.49$ (25%)
    6.0$ (60%)
    4.0$ (90%)

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