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HDog Ace Access Build 0.850 (Radio)
New Stuff:
- Added many new wave objectives (recon mission, target elimination, ground raids ...)
- Added objective direction ui, pointing you towards certain goals
- Enemies can now become elites; elites can gain various stat boosts including immunities and additional attacks, but they also drop more srm on death
- Objective targets and boss attachments are almost always elites, but they can also spawn randomly
- 9 new weapons added, most making use of new and old status effects
- New shot effect: Photon - accelerate after being fired, pierces shields
- New shot effect/proc: Jam/Disorient - short stuns that interrupt enemy cooldowns
- New shot effect: Pull - some melee weapons can now be used to pull enemies towards your (move resistance still applies)

Adjustments/Balancing:
- Changed the way in which wave goals are presented, using a new background splash-text framework
- Cut overlaid splash text when launching a run
- UI text now adjusts color to contrast better with some zone backgrounds
- UI events like taking damage, picking up srm, active charge or charging wave advance now draw more attention to themselves
- Added sound cue for when player boosts are charging up a wave advance
- Made the UI a bit more unified as far as colors are concerned
- Actives and weapons now wiggle in anticipation while charged
- Added some UI boot-up animations when launching a run
- Player being EMPed now causes custom UI glitching and triggers UI reboot once it wears of
- The effects of the player being EMPed/Interdicted are telegraphed more clearly now (additional "master caution" text on player jet, weapons and actives hidden)
- Player can no longer switch weapons while EMPed (weapon UI needs to fully reboot for it to be re-enabled)
- Added some tiny explosions for when player is on last half heart
- Targeting reticles now change size when boosting, reflecting your current weapon's boost accuracy
- Added rising pitch to srm pickup sound
- Melee weapon icon now have some arrows indicating that weapons force direction (push/pull)
- Melee weapons now have specific time windows for going through combos (allows for slower combos and fast weapons with stricter combo timing)
- Deflecting enemy EMP shots now gives them the usual EMP proc color
- Your shot size modifier now also affects muzzle flash size and shell casing size :)
- Added more recoiling to some weapon ui animations
- Corrected color palette on some explosions
- Bountyhunter Database target mark visuals changed to differentiate it more from wave target marks
- (!) <-- Danger marks no longer get removed when spawning in collision with collidable props
- Changed most enemy shot collision masks to more economic shapes
- Reworked AWACS husks to something using the alive units actual pixel scaling
- Concussive Ammo and Aerial Pugalism now give all ranged/melee weapons disorientation chance
- Bat, Mace and Hammer now disorient enemies
- Enemies can now be immune to disorientation/jamming
- Emergency Displace active now restores your shield to full when used
- Friendly flak artillery is more effective now (more damage per shot, larger shots)
- Hacked Support Satellite passive now waits with artillery strikes until you get near enemies
- Space Melon Jam now also respells hostile homing missile targeting marks
- Space Melon Jam effect duration reduced
- Interdiction status effect now prevents you from advancing to to another area
- Flares active can now hold up to three charges, but gains less charge from wave advance
- Flares active no longer randomizes its launch angles per run (always 30° forward now, backwards angle will be used or other flare items)
- Tac Nuke active now irradiates enemies and also causes strong damage cascade
- Heavy Kinetic weapon deals more damage but fires slower now
- Melee charge attacks now get a bonus to piercing, screenshake and hitlag
- Hammer charge attack deals less damage now but will connect multiple times with enemies
- Changed the way Alien Gland works to be more transparent (instead of converting current charge into enrage time it now has fixed charges that add time to your enrage state)
- "Master Caution" ui elements attach more rigidly to player jet
- [Redacted] is now immune to most status effects
- [Redacted] has less density now, allowing for more easy use of melee against it
- Added custom husks for SRM/AM Balloons
- Cloud cover collisions now work like ground collisions and can no longer drop your shield to zero (which would result in heart damage)
- Lowered the damage required to trigger Skyborne health regain (damage required also increases less per successful regain)

Bug Fixes:
- Added some safeguards ensuring that combat and explore tracks are played in sync correctly (?)
- Fixed nuclear deterrence not applying to some enemies correctly
- Fixed some attachments not attaching correctly on Super-AWACS enemy
- Fixed a bug causing burst fire weapons to profit more from passive proc chances
- Fixed color of modified enemies resetting to their default color instead of the mod color when debuffs wear off
- Fixed strafe and reverse thrust engine fires not being hidden on dodge jumps
- Fixed mouse aiming allowing to trigger wave advance even when boosting at incorrect angles
- Fixed a problem where the game would not calculate initial break/strafe top speed correctly
- Fixed reverse thrust allowing to go over top speed when used simultaneously with strafing at certain angles
- Fixed some rare scenarios where getting hit by EMP shots might actually reduce your current weapon cooldown/interdiction time
- Fixed heart ui not removing your last half heart on player death
- Fixed a problem causing some animations to terminate before their last frame has been displayed for the correct amount of time
- Fixed bad collision mask on hammer strikes
- Fixed charge attacks not profiting from some weapon/passive properties
- Fixed Radiation Shielding using the wrong color for float text and irradiating enemies
- Fixed mines spawned on enemy death not being affected by gracity

(+1)

1.169 (No Masters)
- Fixed a problem causing player to becoming locked in steering state
- Fixed escalation starting too high
- Optimized a way the game tracks elapsed time since last frame