Swirl Watch Version 1.014 (Cold Launch)
-Reinforcement system is more robust now, allowing reinforcements to deploy towards more objectives and in more varied functions (patrol/guard).
-Reinforcements can now also deploy to vaults, condensers and maglevators.
-The first soft alert per zone no longer triggers reinforcements.
-Added some additional comms for when reinforcements are deployed.
-Reduced escort scaling, max escort spawns per run (now 5) and max escort size that can be filled by reinforcements (4-->3).
-Ships that are performing escort tasks are more easily distracted now.
-Ships that spawn as starting escort for objective targets now always spawn as Skiff RD.
-Objective target Longcasters now keep their data stream up unless combat alert is triggered. They also re-establish data stream once combat alert is called of.
-Reduced tech level requirements for some items.
-Slightly restructured Tut5 to offer fewer hiding spots and guide more towards combat.
-Improved guard pathing towards positions close to obstacles.
-Fixed some irregularities in pathing behavior during simulation that continuously reveal your position.
-Fixed guards being able to path through obstacles in situations where their move target is too close to obstacles.
-Fixed reinforcements no-target-fallback system not taking effect.
-Fixed inventory pause not pausing zone intro track.
-Reinforcements can now also deploy to vaults, condensers and maglevators.
-The first soft alert per zone no longer triggers reinforcements.
-Added some additional comms for when reinforcements are deployed.
-Reduced escort scaling, max escort spawns per run (now 5) and max escort size that can be filled by reinforcements (4-->3).
-Ships that are performing escort tasks are more easily distracted now.
-Ships that spawn as starting escort for objective targets now always spawn as Skiff RD.
-Objective target Longcasters now keep their data stream up unless combat alert is triggered. They also re-establish data stream once combat alert is called of.
-Reduced tech level requirements for some items.
-Slightly restructured Tut5 to offer fewer hiding spots and guide more towards combat.
-Improved guard pathing towards positions close to obstacles.
-Fixed some irregularities in pathing behavior during simulation that continuously reveal your position.
-Fixed guards being able to path through obstacles in situations where their move target is too close to obstacles.
-Fixed reinforcements no-target-fallback system not taking effect.
-Fixed inventory pause not pausing zone intro track.