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1.133 (Stray Dogs)
- 2 new passives added
- Support artillery attacks will now get canceled if they target too close to the nuke boss warhead
- Tripple Barrel Chaingun starts with less dmg multiplier if Contained Explosion is equipped
- Your Own Rules and Hyperspace Streamlining are now tier 2 (was 3)
- AM Tipped Payloads is now tier 3 (was 2)
- AM Tipped Payloads increases explosive damage by less now, but increases explosion size a bit more
- Nerfed Wireless Energy charger per sec (1 --> 0.5)
- Wireless Energy is now tier 1 (was 2)
- Fixed Crowdsourced Displacer receiving charge req increase when rolling the cyber taunt effect, making it unusable until swapped in and out with another active
- Fixed HE Cluster Launcher screwing up the weapon portion of the pause screen if equipped - Fixed some weapon properties not being applied correctly to backwards shots fires from Gun Drive
- Fixed scenario where two chests could be selected and interacted simultaneously during wave intermission
- Corrected some typos

1.134 (Stray Dogs)
- Player homing shots should no longer home in on store ships
- Increased homing lock repel force when store ships use flares
- Drone Egg ally spawns are now limited to 15 drones (+your current limit from Drone Flock if you have it equipped)
- Nerfed "frenzied" weapon prefix accuracy penalty
- Fixed floating islands not being removed when entering intermission, potentially leading to off-screen loss of drones
- Fixed some hitbox inconsistencies on Electron Laser
- Fixed Kinetic Heart regeneration being able to trigger even when player is already dead
- Fixed multi shot Flexlight Bow (from Flak Ammo) using combo dmg instead of charge damage for its flak calculation
- Fixed Random Ammo not applying dmg penalty to photon and melee attacks
- Fixed Camera getting confused when killing Contempter Frigate right during its attack jump - Fixed missing explosive damage bonus on Mass Ammo
- Fixed some typos
- Corrected some tooltips

1.135 (Stray Dogs)
- Increased Armored Suit spawns in endless mode
- Slightly buffed G-Link Ammo cursor homing effect
- K-Wave Gun damage nerfred
- Eradicator Cannon damage buffed
- Force Scattergun knockback nerfed
- Hyperspace Oddity/Your Own Rules jump shield stress chance nerfed
- Jump shield stress can no longer deal heart damage, instead leaving you at near zero shield
- Shard shield now has a (high) cap on shard count
- Phase Aggregator affects Shard Shield shot count by less now, but also impacts shot damage by a bit
- Inflicted sticky payload on enemies changes their color now
- Shots can no longer apply their sticky payload a second time after piercing an enemy
- Fixed explosive shots loosing all explosive damage after bouncing off enemies in specific cases
- Fixed some inconsistent telegraphing for when Quantum Augment affects attack rate
- Fixed a bug causing too many particles to spawn when many high damage player shots hit rock props simultaneously - Fixed high enough Nanowire stacks being able to hit store ship during wave intermission
- Fixed stim effect from Crowdsourced Displacer making you addicted to stims, without a reliable way to get more
- Fixed jets stat sheet not calculating melee strike size correctly
- Fixed active charge bar displaying as empty if active is charged by maker passive procs
- Fixed too short shot lifetime on Electron Laser beam due to premature animation end - Corrected some tooltips and typos