Red Tether Version 1.200 Hazard Zone
-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.
-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.
-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.
-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.
[ 2023-06-29 17:00:43 CET ] [ Original post ]
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-->
Sleeper Games
Sleeper Games
Late 2021
Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
Very Positive
(65 reviews)
https://store.steampowered.com/app/1714080 
Red Tether Content Linux [585.25 M]
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
- 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
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