Swirl Watch Version 1.033-1.035 (Hot Launch)
1.033 (Hot Launch)
-Gear mods become available earlier now (tech lvl 30+).
-New movement tech: Activating stealth mode while or directly after using afterburner now has you drift, retaining more momentum.
-Phase torpedoes are now susceptible to hacking. They become cursor guided when hacked and detonate when getting close to revealed enemies.
-Firing flares into phase torpedoes now detonates them, unless they are already phasing.
-Firing flares directly onto a guard-ship now briefly blinds it, but this is perceived as an attack.
-Blinding a ship during reflex mode now clears them as a reflex target.
-Blinding ships now also resets their spot progress.
-WRNCH can now pry crates to instantly open them. This works even on crates in vaults under lockdown.
-Blast Pack can now be attached to any melee target (not just guard ships).
-Attached Blast Packs are now dragged behind the attached object, allowing to trigger them with lidar more consistently.
-Gadget shots now miraculously launch and fly faster during reflex mode.
-Hazards that substantially reduce LP can now also hide disabled ships/wrecks (disabling/destroying ships within hazards instantly hides them).
-Ship to ship collisions are slightly more forgiving now, allowing you to graze past ships if you touch them just briefly.
-Resistance Supplies now periodically ping themselves if undetected.
-Phase Torpedo damage vs structure reduced (100%-->10%).
-Removed convection hazard angle-aligned push force.
-Riot Control deflector shields now properly deflect gadget shots.
-Fixed some issues with enemies using sonar.
-Fixed some recent inconsistencies for how sound is suppressed by foam.
-Fixed Resistance Beacon not spawning upgrade cache correctly (?).
-Fixed SRM counter display issues when SRM Sieves are equipped.
-Fixed a problem with friendly ship subject portraits.
-Attempted to fix an issue where ships would get initialized multiple times, increasing their tech requirements beyond intended value.
1.034 (Hot Launch)
-Adjusted the way in which move forces are condensed down when exiting strafe states.
-Timed trigger for gadgets is now set manually by pressing interact while aiming the gadget.
-Movement impeding hazards now slow you down on entering, preventing some unintended interaction with drifting.
-Fixed a not-so-minor issue with remote triggered blast packs.
-Fixed prisoner exchange portraits on title screen sometimes becoming hidden (?)
-Fixed zone based hull regeneration not updating health ui.
-Fixed a 1.033 issue preventing guard spot progress from decaying.
-Fixed releasing a boarded ship not resetting player boost force correctly.
-Fixed some gadget cloud effect having unintended guard path avoidance.
-Fixed fly nest granting infinite bot flies.
-Fixed some problems with revealing squadrons through interrogations (?).
-Fixed some issues with guard sensory state icons.
-Fixed wrong pickup text on some item mods.
1.035 (Hot Launch)
-DISRUPTOR CABLE now also makes disabling boarded ships +100% faster.
-Unknown ship class EW defenses adjusted to be less confusing.
-Unknown ship class is slightly easier to detect with sonar now.
-Disabling structures is a bit more flashy now.
-Fixed unknown ship class being able to re-enter stealth in certain unintended situations.
-Fixed a problem with revealing unknown ship class through certain means.
-Fixed fence posts becoming EMP immune after first disable.
-Fixed a recent problem preventing Tripwires from triggering.
-Gear mods become available earlier now (tech lvl 30+).
-New movement tech: Activating stealth mode while or directly after using afterburner now has you drift, retaining more momentum.
-Phase torpedoes are now susceptible to hacking. They become cursor guided when hacked and detonate when getting close to revealed enemies.
-Firing flares into phase torpedoes now detonates them, unless they are already phasing.
-Firing flares directly onto a guard-ship now briefly blinds it, but this is perceived as an attack.
-Blinding a ship during reflex mode now clears them as a reflex target.
-Blinding ships now also resets their spot progress.
-WRNCH can now pry crates to instantly open them. This works even on crates in vaults under lockdown.
-Blast Pack can now be attached to any melee target (not just guard ships).
-Attached Blast Packs are now dragged behind the attached object, allowing to trigger them with lidar more consistently.
-Gadget shots now miraculously launch and fly faster during reflex mode.
-Hazards that substantially reduce LP can now also hide disabled ships/wrecks (disabling/destroying ships within hazards instantly hides them).
-Ship to ship collisions are slightly more forgiving now, allowing you to graze past ships if you touch them just briefly.
-Resistance Supplies now periodically ping themselves if undetected.
-Phase Torpedo damage vs structure reduced (100%-->10%).
-Removed convection hazard angle-aligned push force.
-Riot Control deflector shields now properly deflect gadget shots.
-Fixed some issues with enemies using sonar.
-Fixed some recent inconsistencies for how sound is suppressed by foam.
-Fixed Resistance Beacon not spawning upgrade cache correctly (?).
-Fixed SRM counter display issues when SRM Sieves are equipped.
-Fixed a problem with friendly ship subject portraits.
-Attempted to fix an issue where ships would get initialized multiple times, increasing their tech requirements beyond intended value.
1.034 (Hot Launch)
-Adjusted the way in which move forces are condensed down when exiting strafe states.
-Timed trigger for gadgets is now set manually by pressing interact while aiming the gadget.
-Movement impeding hazards now slow you down on entering, preventing some unintended interaction with drifting.
-Fixed a not-so-minor issue with remote triggered blast packs.
-Fixed prisoner exchange portraits on title screen sometimes becoming hidden (?)
-Fixed zone based hull regeneration not updating health ui.
-Fixed a 1.033 issue preventing guard spot progress from decaying.
-Fixed releasing a boarded ship not resetting player boost force correctly.
-Fixed some gadget cloud effect having unintended guard path avoidance.
-Fixed fly nest granting infinite bot flies.
-Fixed some problems with revealing squadrons through interrogations (?).
-Fixed some issues with guard sensory state icons.
-Fixed wrong pickup text on some item mods.
1.035 (Hot Launch)
-DISRUPTOR CABLE now also makes disabling boarded ships +100% faster.
-Unknown ship class EW defenses adjusted to be less confusing.
-Unknown ship class is slightly easier to detect with sonar now.
-Disabling structures is a bit more flashy now.
-Fixed unknown ship class being able to re-enter stealth in certain unintended situations.
-Fixed a problem with revealing unknown ship class through certain means.
-Fixed fence posts becoming EMP immune after first disable.
-Fixed a recent problem preventing Tripwires from triggering.