
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.

Balancing
-Hardlight Arms wielded damage bonus increased (100%-->150%)
-Chainsaw Garrote no longer triggers on single hull tethers.
-Emergency Beacon now has a fixed chance to trigger per stack and stacks come with dimishing returns.
-Emergency Beacon no longer provides additional supplies per stack.
-Emergency Beacon can now only trigger once per wave.
-Contortion Strings now deal single hull damage based on tether length (+4 damage per 100% length).
-Bootleg Jump Drive now triggers threshold reduced (40%-->30% shield).
-Increased initial cooldown for Flaring Hardlight effect after firing harpoons.
-Hull Ripper Hooks rip damage conversion reduced (100-->75%).
-Igniting booster harpoons now has attached magnetic fields dissipate, booster harpoons can no longer spawn magnetic fields when ignited.
-EMP explosions now cause 100% EMP buildup instead of always triggering EMP, allowing you to resist the effect with Shock Shielding.
-Reduced rip hp on early game melee attachments.
-Increased damage VS hostile on all elemental turrets.
-Electric Wave Gun shot speed increased (600-->650).
-Magnetite Orb-Gun field range increased.
-Coolant shot freeze increased (0.2-->0.5)
-Reduced max ammo of all Hyperdeath turrets by 50%.
-Hyperdeath Disruptor range increased.
-Death shot can no longer apply to minor objects like debris (this includes death shot transfer from Contained Death Machine).
-Hazard no longer display on-screen warnings while you have hit-invincibility.
Fixes
-Fixed some new enemy variants not spawning or spawning in wrong zone.
-Fixed too close enemy spawns in some interception waves.
-Fixed irregular Courier Class spawns in endless mode (?).
-Fixed bad spawn position for Rupture Filament explosions on booster tethers.
-Fixed missing EMP resistance on high value debris.
-Fixed Crash Hammer self damage increase apply even if colliding with object that do not make you bounce.
-Fixed Crash Hammer armor strip not applying correctly.
-Fixed Hull Ripper Hooks tooltip not mentioning rip parent damage bonus.
-Fixed a rare ship during a certain wave not being considered as a wave target.
-Fixed adaptive force Constructor not spawning cargo ships if it takes place on loot waves.
-Fixed Remote Projection tether cooldown triggering when firing at inactive H-Grid Moorings.
-Fixed some problems happening when wielding Ultra Auto-cannons.
-Fixed AM Diffuser causing bomber crafts to always misfire.
-Fixed Jam Towers inflicting permanent targeting text glitch until wave end.
-Fixed boosters on pieces of freshly hull-ripped debris receiving bad boost speed.
-Fixed item databases not reading gear get state or always always available items correctly.
Minimum 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
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