Hyperspace Dogfights - Sleeper_Games
The third free content update for Hyperspace Dogfights is feature complete and tested! I'm only really waiting for Steam staff to finish reviewing the volunteer dlc component. Accordingly, the update should go live in the next couple days. In the meantime, you can check out the preliminary change log here.

Hot New Stuff
  • Added a chain of five new Technophages:
    Hardgrade: evolves the final boss fight
    Iron Dog: enables hard mode
    Regicide: enables boss rush mode
    Time Killer: Enables speeddrun mode (always same bosses, wave count and zones, no objectives that have fixed minimal time to complete)
    [Redacted]: [Redacted]

  • Multiple Technophages can now be active during a single run and all Technophages can be freely combined, you can play bossrush with the new final fight and Plate Flood enabled etc.
    (in fact the first new Phage is unlocked by getting a win while you have at least 3 other Technophages active)

  • Added three elite versions for every boss in the game. The chance for them to appear is pretty low and only comes into play if you previously flawlessed the boss, unless you increase elite chance through certain items that is. Boss elites have increased stats and/or new behaviors but they also drop more SRM and grant you an additional free chest if you can defeat them.

  • 13 new items added, most of which are unlocked by defeating bosses without taking damage

  • A few rare items now allow you to parry laser beams, granting you another way to deal with these high threat attacks. The Fang Stray starts with this ability and no longer needs to tank hits at a certain point in the game. (You need to face the source of the beam and strike into it right when it is about to hit you to pull this off, tricky timing and positioning requirements.)

  • A few items can now have you suffer from redout if you pull too many Gs, but this only comes into play once you strap ridiculous amounts of engine upgrades onto your jet. A few passives can also make you resistant to the effect.

  • Replaced HDogs adaptive res-scaling with a "Cam Zoom" setting in the display options. This effectively allows you to change the games FOV to your taste. Adjust this value if the game appears overall too small for your liking. This is most likely the case if you play on 4k monitors/very high resolution.

  • Added some new vfx for enemy destruction, player shield overcharge/recovery and player weapon impacts. Added new sfx for boss destruction.



General Changes/Balancing:
- Reworked phage selection ui
- Title screen now shows tooltips for technophages
- After you unlocked your first Technophage, the game now displays all locked ones on the titles screen with tooltips showing their unlock conditions
- Differentiate damage float text scaling to telegraph relative damage dealt a bit better
- Dmg float text now has - markers if an enemy has effective armor that reduced the attacks damage
- Attempted to make unlock conditions a bit more consistent:
Wins with jets now universally unlock the next variant,
jet specific phage unlocks moved to stray endless wave 6
- Enemies that deploy flares will now briefly scramble your weapons if you are turned towards them
- Armored suits no longer count as massive
- Naval cruiser boss now spawns with an escort of three destroyers
- Lowered knockback force on all enemy explosive shots
- Ruins zone is more rare now
- Deflecting enemy explosive shots now has them go on a longer, safer collision timout (0.2 seconds)
- Additional objects, including large bosses, now count as player obscuring and show the flashing position marker if you collide through them

Weapon Changes/Balancing
- Reworked armor piercing so that weapons can have individual AP (now also appearing on the weapon stat sheet)
- Granted some innate AP to all railguns, ultraviolet lasers and few selected melee weapons
- SRM Rail now gains AP alongside piercing
- Sai gained a lot AP at the cost of some damage
- Maw damage buffed, dmg vs massive reduced
- Phalanx trike range increased
- Field Mace damage and piercing increased
- Increased piercing and ap on several other melee weapons
- Gamma Laser damage and explosion size buffed
- Dual Scattergun now has a duplex trigger (fires first barrel on press, second on release)
- K-Wave Cannon damage, fire rate and boost accuracy nerfed

Passives Changes/Balancing
- Melee blocks now loose size depending on blocked damage and will eventually shatter, resulting in your block going on full cooldown
- Accordingly, melee size upgrades now make your block more durable in that regard
- Gladiator Aegis now only grants empty heart containers (not filled ones)
- Anomaly Ammo now reduces shot size
- Your own rules now allow you to deal collision damage during jumps
- Furi Dash now overcharges your shields if they are not above max already
- Furi Dash now has you retain a small amount of your jump boost when dashing
- Kinetic Heart is now tier 3 (was 4)
- Radical Decalls now also increase enemy elite spawn chance
- Stealth passives now reduce escalation by a minor amount
- Removed attack rate penalty on Warhead Workflow and Missile Maker
- Maker passives stacks now scale slower but also indefinitely
- 2 previous technophages now have slightly different effects in order to make them combine better
- Technophage: Plate Flood now also makes enemies a bit more resistant to crits
- A couple healing sources now technically count as heart pickups to enable synergies with a certain new passive
- Recoil modifier is now capped at 20%/300%
- Dodge boost modifier is now capped at 500%

Actives Changes/Balancing
- Added a couple new effects to Crowdsourced Displacer
- Planetwide Cyber-Taunt now grants a greater coolness bonus, but also increases enemy elite chance more on each use
- Orbital support that requires line of sight is now unable to reach the command system
- Rocket Pod damage nerfed
- Revealing chest content with End-Tech Scanner should now immediately show the chest content's tooltip
- End-Tech Scanner should now also automatically identify chest content if it is unidentifiable (reveals ??? items)

Your Rival
- Your rival learned how to circle strafe, which makes him both more dangerous and vulnerable for short periods of the fight
- Rival will switch to CQB strafing more often as the fight goes on, counteracting situations where a fast rival might lock you in a continuous standoff
- Your rivals can overall use its offense actives more often
- Your rivals skyborn threshold now increases each time it triggers, requiring them to deal damage 1 more time for each successfull regain
- Your jet will now give you a warning shortly before your rival uses it's DMZ field active (the effect itself can be dodged)

Space Tether
- Space tether boss segments that are near the ground and top clouds now have increased HP +armor and look different
- Tether rocket phase is shorter now and fires fewer shots
- Tether kinetic gun attachments have more health and armor now, but are no longer immune to homing lock
- Tether kinetic wave fires faster now, but the phase lasts less long
- Tether now switches faster to a new phase after firing missiles
- Tether map swipe phase now fires way more EMP shots
- Changed tether forced attack phase behavior if player is near ground/top clouds
- Tether defense sliders can move down and up further now

Optimization/Effects
- Attempted to optimize mouse lock function by having it execute at the start of each frame
- Improved screen glitch visuals
- Enemy beams now flash white just before they start to deal damage
- Rapidly switching active no longer spams pickup quotes
- Shell casings fade out more efficiently now
- Increased shell casing fade out on fast firing weapons
- Slightly optimized enemy/player shot collision checks
- Added a cap for hitlag caused by deflecting multiple enemy shots simultaneously
- Slightly differentiated sfx for reverse thrust and strafe
- Boost ignition sound effect is a little less dominant now
- Impact sounds will bunch up less if a large amount of enemies is hit simultaneously by an attack/explosion
- Optimized air and ground prop loading on wave initialization

Bug fixes
- Fixed a rare crash caused by certain float text (allies taking damage, collison damage) becoming impossibly large
- Fixed a problem allowing your rival's on-jump effects to trigger repeatedly even if the boss is already jumping
- Fixed a couple combat chatter messages not displaying correctly or on wrong triggers
- Fixed Crowdsource Displacer effect and item anim being messed up if it triggers SRM Replicator
- Fixed Crowdsource Displacer not triggering artillery effect correctly
- Fixed melee sheath anims still appearing while infected with [redacted]
- Fixed Cloud Recon making clouds appear during intermission
- Fixed duplex trigger weapons jamming if both salvos are fired during the same frame
- Fixed a space tether death choreography not executing correctly if their segment max health is increased beyond a certain point
- Fixed launch base boss launching nuke instantly if launchpad max hp has been lowered enough by items
- Fixed HE ammo not calculating the an attack's remaining kinetic damage correctly
- Fixed AM mission completion value not being saved correctly, leading to one item being potentially locked forever
- Fixed a charge related item not being added to the loot pool correctly
- Fixed Quantum Augment being able to change your boost ignition into the negative
- Fixed Quantum Augment being missing a turn rate up effect
- Fixed Quantum Augment not obeying global stat caps in some areas
- Fixed Contempter Frigate sometimes firing it's kinetic blisters from its previous position while it is already in an attack jump
- Fixed a problem preventing deep floor from being displayed correctly on certain resolutions
- Fixed Gladiator Aegis block move being unavailable until first weapon switching if you pick it up during a wave
- Fixed a bad combat chatter ID on the final boss
- Fixed homing flechette using the wrong casing anim
- Fixed phalanx having a freakishly large dmg multiplier against massive
- Fixed a problem causing knife strike sound to use multiple sfx simultaneous
- Fixed an issue preventing enrage crit chance bonus from affecting weapons that have no natural crit chance
- Fixed #dmgSway weapon prefixes not affecting explosion damage sway
- Fixed Phase Cluster Proxy using too small explosion size for submunitions
- Fixed Sector/Vertice Shield unintentionally blocking hostile photon shots
- Fixed enemy Flak Gun attachment not having a true color value to revert back to after color changes wear off
- Fixed a missing text id in GC mission progress chatter
- Fixed Orbital Support: Armor Strip unintentionally affecting enemy shields too
- Fixed some typos
Hyperspace Dogfights - Sleeper_Games
I though I was done with this game, but then I read through some reviews and that page long lore discussion on the discord and when I got stuck thinking about another content update it was already too late. I know full well that working another month on a game that basically nobody buys isn't a smart business move, I guess your're lucky that I don't understand capitalism. ¯\_(ツ)_/¯

Update 1.15 No Masters will center around boss battles and new late game challenge modes. These will again come in the form of Technophages, challenge passives that you activate on the title screen. While the previous Technophages mostly affected your jets stats, the 5 new ones will make broader changes to the overall structure of the game. There will be a boss rush mode. There will be an "Iron Dog" hard mode, a variation of something that previously only existed as a cheatcode. And more. I hope to push your dogfighting skills to the limit, while also implementing some stuff that previously got cut due to time concerns.

If you are still new to the game you won't see the challenge modes for a while, but additionally there will be a full set of new boss unlocks, all tied to defeating bosses without taking damage. So even on regular runs you'll have new things to strive for.

The update is still early in development and I'm not quite sure how long certain features will take to implement. But I hope to finish it in February. There might be a public beta for the update at some point, so stay tuned. Same as the two previous content updates, No Masters will be free of charge. I'm considering adding an optional "Air Support" dlc package that allows you to shoot me a few bucks at your own volition.

Also the game is 20% off during the lunar new year sale, so now is your chance to get into some juicy item-stacked airobatics if you don't own HDog yet. Peace.

Stefan
Sleeper Games
Hyperspace Dogfights - Sleeper_Games

1.140 (Stray Dogs)
- Flock drone damage now scales with your kinetic damage multiplier
- Flock drone health now scales with your max shield
- Flock drones now regenerate using your shield regeneration x2
- Increased money drain when SRM Decay Rail is equipped
- Jump friction bonuses are capped lower now
- Boss husks now have a lot of armor, preventing active charge farming after boss kills
- Fixed Artifact Stack Printer calculating additional stacks incorrectly if used to print copies of another printer
- Fixed melee attacks gaining unintended shot speed from Nova Broadside
- Fixed a rare scenario where enemy boss engine burn would not be removed correctly after the boss has been defeated
- Fixed repeatedly selecting [Redacted] MKII increasing hack time bonus on any subsequent runs
- Fixed some typos
Hyperspace Dogfights - Sleeper_Games
- Explosive melee strikes now spawn their explosions further away from you
- SRM Decay Rail is now rated tier 3
- SRM Decay Rail money consumption now scales (-0.2 SRM every 10s for each wave you've completed)
- Weapon stat sheet in intermission now lists your current SRM consumption on SRM Decay Rail
- Weapon stat sheet in intermission also lists explosion size now
- Switched to expressing explosion size in pixels since the bonuses where always additive
- Reduced hitlag on flak shot submunitions
- Lost Mission Intel now also grants a bonus to recon speed
- Sentient Combat AI now also grants a bonus to hacking speed
- Jet stat sheet in intermission now also lists hacking and recon speed bonuses
- Fixed Cealaformer shield collision not deactivating correctly after being depleted in specific cases
- Fixed Anomaly Ammo explosion size penalty applying incorrectly
- Fixed some bosses being able to become targets for Bounty Hunter Database
- Fixed missing pause description on Ultraviolet Auto Laser
- Fixed Infrared Autolaser not appearing in pause screen correctly
- Fixed a problem causing Armored Suits to not avoid the ground correctly while EMPed
- Fixed a few typos

Hyperspace Dogfights - Sleeper_Games


1.136b (Stray Dogs)
- Nerfed boss nanowire damage
- Nerfed Rival Warped Warp Engine damage
- Buffed Heavy Railgun damage, shot speed and shot collision size
- Optimized collision boxes on some player shot
- Added some safeguards to weapon switching that should reduced bugs where player weapons become permanently unavailable
- Fixed [redacted] title text rainbow flashing even when no victory has been achieved yet
- Fixed cloud recon not applying cloud transparency immediately if gained as starting loadout for Fur MKI
- Fixed store ships being able to die to dots after the wave objective has already been completed
- Fixed a scenario where a certain Technophage penalty might not take effect
- Fixed Glass Configuration and Trigger wire killing the player if acquired at low max health
- Fixed [redacted] nemesis unlock triggering repeatedly
- Fixed a certain Technophage lowering player max shield beyond the global cap
- Fixed overlapping splash text when advancing through waves quickly
- Fixed missing line in one survive objective splash text
- Fixed bad explosion point on certain frames of the Electron Laser beam
Hyperspace Dogfights - Sleeper_Games

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

1.136 (Stray Dogs)
- Fixed a problem causing phage select UI to rainbow flash unintentionally
- Fixed a problem causing AA tank shield generators to remain after tank has been killed
- Fixed a problem preventing [redacted] from unlocking
- Fixed store ship being able to die to dots after hack objective has already been completed
- Fixed 1% weapon spawn chance scenario when [redacted] is equipped
- Fixed a potential problem related to the [redacted] unlock
Hyperspace Dogfights - Sleeper_Games

Hyperspace Dogfights was released one year ago! Time for another quick patch round.

- 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

Hyperspace Dogfights - Sleeper_Games


- 2 new passives added
- Support artillery attacks will now get canceled if they target too close to the nuke boss warhead
- Triple 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
Hyperspace Dogfights - Sleeper_Games

- Skyborne damage requirement no longer completely resets after each wave, instead it decays each wave by an ammount that scales with Skyborne stacks
- Skyborne tooltip is more detailed now
- Your current Skyborne regain requirement is now listed on your jet stat sheet
- Nerfed Shard Shield damage and shot count scaling
- Sniper Choppers will aim a little more carefully now before initiating their attacks
- AM Storage Balloon spawn count is now capped (very highly)
- Fixed a problem with some new weapon unlocks not being loaded correctly
- Fixed a scenario where HP altering passives would prevent War Room Shell from dying
- Fixed Technophage: True DMZ not bestowing the full charge per damage bonus on starting actives
- Fixed Technophage: True DMZ not disabling melee charge attacks correctly
- Fixed some ground enemies dropping shield replicants regardless of cap
- Fixed Tactical Nuke not displaying the non-retaliation active icon after being used for the second time
- Fixed a bug causing the nuke base shield generator to imidiately spawn a new shield whenever it has been taken down
- Fixed a bug causing the nuke base shield generator to spawn a new shield while dying
- Fixed run end arrows not appearing in endless (?)
- Fixed low flying Super AWACS sometimes spawning in collision range with low floating islands (?)
- Fixed a bug allowing single shot weapons to fire two projectiles when initiating fire state quickly two time while the game is under strong hitlag (?)
- Fixed title carrier hangar cover not showing the correct variant cover when returing to title after launching runs with Stray jets

1.132 (Stray Dogs)
- Added some safeguards to ensure defeating Hybrid Corvettes triggers wave advance correctly
- Fixed melee block moves being disabled for the rest of the run if player jump is interdicted once
Hyperspace Dogfights - Sleeper_Games

- Dying in endless no longer triggers wave completion unlocks for the current wave
- Taking heart damage should now removes player EMP effects
- Fixed a ui scale related bug causing active to be show as fully charged after returning from pause menu
- Fixed Shot Displacer cursor angle not resetting when entering intermission
- Fixed a bug causing bombs/rockets spawned by actives/passives to phase through geometry for a short while after deployment
- Fixed Skyborne tooltip not mentioning that it also decreases player invincibility time
- Fixed a problem causing VOTL enemies to phase through the ground if killed by ground collision
- Fixed a bug causing wins with MK2 jets to also fainbow flash stray jet title text
- Fixed title carriers not changing to stray variants correctly when returning to title after stray jet where selected
...