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---Red---Tether--> update for 31 January 2022

Red Tether Version 1.009-12 (Launch)

Share · View all patches · Build 8121251 · Last edited by Wendy

Patchnotes via Steam Community

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

1.012 (Launch)

  • Planet Killer Asteroid has two slingers on scouting duty that will eventually tac-jump back to defend the rock
  • Planet Killer Asteroid calls reinforcements earlier now (as in few small asteroids remain)
  • Extinguishing chem burn by collision now immediately updates shield ui
  • Added some additional warning sfx for when being on fire
  • All enemy laser weapon range is now only slightly above their targeting range
  • Laser weapon targeting tells match their range more closely now
  • Infrared autolaser turret turn speed and targeting arc nerfed
  • Commando Class jump delay reduced
  • Fixed Planet Killer Asteroid calling in wrong ship type as reinforcements
  • Fixed minelayer boss not attacking under certain circumstances
  • Fixed a bug making the game unpause in the background when pausing one frame before any hitlag is initialized (?)
Windows Red Tether Content Windows Depot 1714081
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