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Swirl W@tch News

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.

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.

Swirl Watch Version 1.012 (Cold Launch)

-Weapons without SUPF now show as LOUD! )))
-Added LP text and on-screen warning indicating that stealth mode is ineffective while fully detected.
-Rescue SW volunteer objective is more predictable on lower difficulties now (ships take longer to launch escape attempts.)
-Randomly spawned friendly ships no longer spawn with a visible detainment zone.
-Cut guard scan direction mechanics, guard vision is now fixed to their ship orientation, but slightly lags behind when turning depending on awareness state.
-Improved sound handling for player weapon and shot impact sfx.
-Made several adjustments to engine sounds to reduce sound popping on tap boosting.
-Fixed pausing game for too long preventing drop at mission start LZ (intro tack now pauses as well when pausing, since drop is synced to music).
-Fixed a problem with deploying tripwires.
-Fixed a problem with certain sounds preventing guards from reporting more threatening sound events.

Swirl Watch Version 1.010 (Cold Launch)

-Made tutorial holos and dust swirls more subdued.
-Slightly restructured Tut1.
-Fixed early game friendly ships in custody still spawning with structure overhead.
-Fixed opened crates reverting to base color if carried and dropped.
-Fixed some newly introduced irregularities with inventory selection.
-Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated.
-Fixed floating plasma vents in zone 4 (?).
-Fixed title music stopping when unpausing after changing volume option on title screen.
-Fixed problems with how [redacted]'s comms portrait is applied.

Swirl Watch Version 1.009 (Cold Launch)

-When multiple melee targets are in range, the one closest to your cursor instead of to your ship will now be targeted.
-CorPo Squares (Sim) are now revealed for way longer when detected.
-Loot score bonus from starting SRM now scales with difficulty, leading to more sizable bonuses on high level subsistence runs.
-Run PS score can no longer be negative.
-Map generation now ensures a more equal distributions of stationary guards and patrols for objective periphery area.
-Added a safeguard to allow mission continuation if an objective fails to generate with targets.
-Fixed slightly long objective show delay after elevator transit.
-Various attempts at fixing late-game objectives becoming invisible and non-completable in the late game.
-Fixed theoretical scenario in which objectives might become permanently hidden.