1. Swirl W@tch
  2. News
  3. Swirl Watch Version 1.200-1.202 (Precision Gear)

Swirl Watch Version 1.200-1.202 (Precision Gear)

New Stuff
-Added loadout slot system that allows to save and re-equip custom loadouts.
-9 new items added.
-New mods added to some existing items.
-Reworked Rhizome Blue to allow turning it into a long range focused attack ship.
-Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions.
-Rearranged title area so that simulations are easier to access after loadout changes.

Changes/Balancing
-When launched for the first time, this update needs to reset your loadout and mod selection.
-Some items now require wildlife capture. If you already spent PS to unlock the item it will still be unlocked once you capture the required creature.
-Ammo crates found in vaults now only contain a single random pickup (ammo, supf or capture balloons).
-Shot cursor homing now only takes affect for as long as you are aiming.
-AoE damage now factors less into how weapon max ammo is calculated.
-Player shutdown time from EMP explosions is now based on EMP damage taken (capped at 4s, previously fixed 2s).
-Cursor homing and fragmentation shots now only apply to weapons that fire physical projectiles.
-Weapon mods that increase damage are now generally cheaper, due to how they also affect max ammo.
-Recycling now takes time, makes noise and can be applied to living ships through certain means (acting as an armor strip DoT).
-TAG TOR is now more focused on being an AoE tag tool, with a new gadget filling the role of continuous AoE detection.
-WIRE TOR is now undetectable to CorPo APS and can not be intercepted.
-NANO WIRE upgrade no longer has any damage falloff, but also deals reduced damage (20-->10).
-UNIVERSAL COPY GOO has been converted into a gadget that can be used on a single unequipped upgrade.
-PRINTER now drops printed upgrades instead of auto-equipping.
-Several other items rebalanced.

Fixes
-Fixed a problem with capture witnessed comms.
-Fixed Cargo Friend bestiary entry never unlocking.
-Fixed cascade weapon mods not applying their effect.
-Fixed a problem with one mod for a late game weapon.
-Fixed some SLDG PMP mods having their effects mixed up.
-Fixed WRNCH ARM not being able to sabotage industrial accelerators.
-Fixed player being able to jumpstart disabled and dying ships into a weird temporary zombi state.
-Fixed a problem with CHARGE SPUR emp damage calculations.
-Fixed a potential situation that would enable ship capture without having vac balloon ammo available.
-Fixed a problem preventing individual laser fence posts from being EMPed multiple times in a row.
-Fixed wreckage being spottable if they spawned after alert wears off but their source died during combat.
-Fixed opening gear menus requiring too much time during reflex mode.
-Fixed bridge lock indicator remaining displayed if switching target to an non-critable object while aiming.

Swirl Watch Version 1.201 (Precision Gear)
-Fixed NET LNCHR not deploying balloons correctly.
-Fixed TRACKER cone limit not taking effect.
-Fixed a problem with ADV-NAILR supf mod.
-Fixed RECYC TORP tutorial simulation range exit check triggering even when near structures.
-Fixed problems caused by simulation O3 erroneously having two unlocks tied to it.
-Fixed a problem where lasing a LoS blocking object as it is removed would also remove player lidar beam and ability to detect.
-Fixed some problems arising from loadout saves initiating at incorrect circumstances.
-Fixed a very cool bug causing loadout slots to apply all their passive preview items to the player whenever they update their preview items.

Swirl Watch Version 1.202 (Precision Gear)
-When launched for the first time, this update needs to reset your loadouts and mod selection.
-Boss sonar cooldowns reduced.
-Sonar capable boss ships no longer emit sonar idle sounds.
-Boss ships with APS longer show idle flash.
-Added several safeguards to prevent undetermined situations in which player lidar detection would get removed until returning to title.
-Fixed simulations being unable to spawn reinforcement docks.
-Fixed a rare situation in which simulations would replace a patrolling ship with a longcaster (?)
-Fixed net launcher shots remaining APS interceptable if stealth tape is equipped.
-Fixed some issues with title area.