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Swirl W@tch News

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.

Swirl Watch Version 1.022 (Cold Launch)

-Comms icon for comms that will trigger soft alert now flash.
-Quadrant names no longer get overwriting by !ALERT! text.
-Ship and structure explosions sounds range increased (500-->1000)
-Ship and structure explosions will now get reported and trigger soft alert.
-Getting hit by hostile sonar now reveals the sonar source.
-Fixed explosion damage multiplier VS structure not taking effect.
-Fixed simulations awarding their PS reward multiple times.
-Fixed ship specific objective sometimes not forcing ship type correctly.
-Fixed some inconsistencies with how passive sonar range is calculated.
-Fixed board decompress buildup sound being played at too low pitch on first instance.

Swirl Watch Version 1.020 (Cold Launch)

-Many non-lethal gear conversions become available earlier now.
-You can now carry floating chunks and send them on alternate trajectories by releasing them.
-Increased speed threshold at which noisy-to-traverse hazards are creating sound.
-Noisy-to-traverse hazards can no longer trigger when you are in stealth mode, regardless of speed.
-Made Low-G Vine target text slightly more clear.
-Game now recognizes PovX/PovY axis as valid controller inputs.
-Fixed stealth mode key not being bindable.
-Fixed inventory UI disappearing when dropping upgrades at base while ship mods are equipped.
-Fixed SRM counter not updating until inventory exit when dropping upgrades at base.
-Fixed player ship being unable to carry crates due to them resisting melee EMP.
-Fixed Cargo Router tool tip.
-Fixed some typos.

Swirl Watch Version 1.018 (Cold Launch)

-Rebalanced some item prices.
-BLAST PACK now deals 125 max damage to ships (was 250), but has a +100% damage bonus against structures now.
-WRNCH ARM can now silently sabotage comms stations.
-Combat Wire melee EMP damage bonus reduced (30-->10) and renamed to photon
-Passive sonar now works by increasing guard engine sound range and is expressed as percentage.
-Clarified unlock conditions for unlocks that are awarded for zone completion.
-Zone completion unlocks now only trigger in their respective zone (not above) and will now trigger when exiting via maglevator as well.
-Individual matter condensers only restock 2 times now.
-Fully boarding a ship now interrupt most tac-jumps.
-NPC ships will now generally attempt to path around high threat hazards.
-Increased LP reduction within industrial sludge (25%-->50%).
-Decreased LP reduction within nano-wire (50%-->25%).
-Gadgets produced on high level mission matter condensers can now have mods.
-Fixed loot pool mod lists not generating correctly, leading to weapons not generating with full mod selection.
-Fixed Freezer Crystal hitbox causing self damage when downloading comms key (?)
-Fixed Pneumo Mount granting perfect aim stability to NAIL-R.
-Fixed high level actions requiring one more lower level win to unlock than intended.
-Fixed scenarios in which a boarded ship that jumps would remain in boarded state.
-Attempted to fix crash occurring when completing decompression on boarded ships.
-Fixed certain placed gadgets not self-destructing consistently when approached by guards.
-Fixed certain object destruction events not destroying attached tripwires.
-Fixed certain melee attack effects applying even when targets resists melee.
-Fixed Combat Wire shield piercing not taking effect.
-Fixed resupply cannisters being valid shot and melee targets while still being dropped in.
-Fixed certain key enemies still being able to retreat due to comms blackout.
-Fixed a certain area not generating comms relays.

Swirl Watch Version 1.016 (Cold Launch)


-NPC ship engines sound circles are placed more accurately now.
-You get short lived contact markers for ships who's engine sound reaches you, giving a more direct warning for when unknowns are approaching.
-Increased guard engine sound ranged by 20%.
-Echo Profiler and Radical Yellow now grant a bonus to passive sonar range, allowing you to detect engines beyond their sound range.
-Increased mobility during reflex mode, especially for strafing.
-Added some additional vfx for reflex mode.
-Triggering reflex mode deliberately via gadget no longer denies no reflex bonus.
-Midnight Silent's stealth mode speed bonus is down for maintenance.
-Heavy dust clouds are more subtle now.
-Fixed incapacitate intro comms also triggering on destroyed ships.
-Fixed loadout resetting on game update (should be no longer reset after this update.)
-Fixed certain Gadget ammo bonuses not resetting correctly.
-Fixed Puffstar sneaking some additional ammo into your reserve when entering a run.
-Fixed some problems with how equipment is initialized and equip on launch.
-Fixed default loadout initializing C-INJ in a state unelectable by inventory button inputs.