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Swirl W@tch News

Swirl Watch Version 1.138-1.140 (Resistance Supplies)

1.138
-Altered threshold of what is considers low range combat for adaptive difficulty scaling.
-Lethal combat kills now increase both long and short range threat profiling (was just short range before).
-Enemy mines now stay revealed after being fully identified.
-Changed mine detection UI to better contrasting color in zone 5.
-Increased rate at which ship resource manager calls in escorts.
-Some item and mod costs rebalanced.
-Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s).
-Longnailer supf mod nerfed (20-->15 shots suppressed)
-Increased artillery gadget base damage (80-->100).
-Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting.
-Increased Charge Spur emp multiplier (40%-->120%).
-Nerfed recycler wreckage disassembly SRM gain (3-->2).
-Fixed recycler not using up charges when disassembling wreckage.
-Fixed recycler targeting sometimes not obeying range restrictions.
-Fixed certain enemy sonar emitters not reacting to damage.
-Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards.
-Fixed a collision issue on a structure in [redacted].
-Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot.
-Fixed player exiting deafened state not resetting certain sfx volumes correctly.
-Fixed bad damage calculation on Charge Spur collisions.
-Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion.
-Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?)
-Fixed being player being able board-grab ships through walls with high enough melee range.
-Corrected some tooltips.

1.139
-Decreased lvl 1 mission PS gain multipliers.
-Increased mission PS gain multipliers for all missions above lvl 1.
-Added some additional info to the bridge hit manual page.
-Kill switch database can no longer target boss enemies.
-Fixed a bug preventing Informer Class from assisting nearby search actions with sonar.
-Fixed cargo crates becoming non-intractable after a guard pops an attached balloon.
-Fixed unit death sounds being unaffected by foam sound suppression (?)
-Fixed a situation resulting in bad LOS check when attempting to use artillery or long range melee.

1.140
-Some items rebalanced.
-Lvl 1 missions now get an increasing PS gain penalty once you have unlocked higher lvl missions.
-Further increased mission PS gain multipliers for lvl 4+ missions.
-CorPo Proving Grounds now generates with more access paths to outpost chunks.
-All boss ships now have further improved anti-reflex systems.
-All boss ships, CorPo Riot Control and Enforcer Class now have increased blind recovery rate.
-Impeding foam now depletes faster when ships with powerful engines get stuck within.
-Ships that revive through redundant systems now also pull you out of reflex mode.
-Bosses now clear cascade state faster.
-Cascade damage is now capped at 30dmg every 2 seconds.
-Fixed a problem where completing a comms key objective might interfere with other stationary objective completion.

Hyperspace Deck Command Demo Released!

https://www.youtube.com/watch?v=aBZprZeheIE
Hi there Sleeper Games crowd. To be a part of Steam’s ongoing Deckbuilder Fest I put together an early experimental demo for Hyperspace Deck Command, my upcoming sci-fi deckbuilding roguelite that will also be the third entry in the Hyperspace Anthology. You can try it right now here on Steam.

The game has only been in development for 5 months now, so this is still just a small part of what is yet to come. In the demo you can fight your way through 5 different simulation encounters using a randomized starter deck, culminating in an super long final battle hat requires a powerful fleet and proper mastery of the game’s fresh dual-use status effect system. A lot of main features (starting deck selection, card upgrades, stores) are still missing though, but I hope you get a few hours of fun out of it regardless.

I'm sure it makes up for the lack of content with an abundant supply of bugs, so feel free to contact me on discord with reports (link in the pause menu). I'm looking forward to your general feedback too! Please wishlist the game on Steam if you want to support its development.
https://store.steampowered.com/app/2711190/Hyperspace_Deck_Command/
Cheers!
Stefan – Sleeper Games

Swirl Watch Version 1.134 (Resistance Supplies)

-WRNCH ARM should now be able to sabotage any sabotage targets.
-Strange matter spills can no longer hide ships.
-Added a safeguard to prevent an unclear scenario in which H-WAVE RADAR would stop working after zone transition.
-Fixed a issues when boss enemies try to personally call off alerts.
-Fixed enemy placed gadgets not being tagged on hack.
-Fixed disguise tutorial becoming available too early.
-Fixed resupply marker desc showing resupply cost even when having free resupplies available.
-Fixed boss intel not always tagging all bosses.
-Fixed weapons with adaptive spread receiving their max accuracy when quick selected.
-Fixed various issues with several specific gear mods.
-Fixed issues when reaching negative max health (?).
-Fixed a problem with hiding ships when multiple circular hazard are in range.
-Fixed EVOLVING VERMIN not affecting hack-modded tripwire.
-Fixed LIGHT ABSORBING HULL not taking effect.
-Fixed hazard spawners not creating sound on death.
-Fixed missing disguise anim for corpo square.
-Fixed bad fence generation on a late game map.
-Fixed some object placement issues.
-Fixed some issues with text formating.
-Fixed some incorrect tooltips.
-Fixed some typos.

Swirl Watch Version 1.133 (Resistance Supplies)

-Enemy mag mines now cause occasional cam glitches when they are nearby.
-Enemy mag mine explosions now have minor damage drop off.
-Reduced adaptive difficulty minefield scaling.
-Fixed a problem with evacing from lvl 5 missions phase 3.
-Fixes melee locked state when minor object are destroyed while in a certain part of the boarding process.
-Fixed dealing EW damage to units hidden in circular hazard creating repeated "Hidden!" text.
-Fixed some issues with hiding things in circular hazards.
-Fixed some issues with item stacking.
-Fixed some instances of repeated report attempts during comms blackout.
-Fixed enemy DIR MINE not triggering sound response on detonation.

Swirl Watch Version 1.130 (Resistance Supplies)

New Stuff
-Help comms for items and mods now have TacHI telling you the items description/tooltip. This works even for items you haven't unlocked or printed.
-Once friendly ships come back online you can now tell them to move towards your ship using the comms input.

Changes/Balancing
-Spot indicators for spotting ships that are very far away no longer completely fade out.
-Computronium can no longer hide objects.
-Attached BLAST PACK now detonates if the object they it is attached to dies.
-Phase torpedos and displacer artillery now deals much reduced damage VS structure.
-ENTANGLE ammo reduced (20-->16)
-STAGED DISPENSERS and ESCAPE TWEAKS for CHAFF TORP are now mutually exclusive, but work with all other mods.
-HULL EATER MANDIBLES consume health gain threshold increased (5-->10)
-Presidential Rail-Yacht spot rate and vision range increased.
-Informer Class AM-Micro damage, redundant system and detection increased.
-Blinking while disguised is now considered sus.
-Final zone objective now calls more reinforcements.
-The increased melee cooldown on misses no longer triggers during reflex mode.
-You can now melee attack while boosting forward.
-Simulations that allow to use your loadout can no longer be launched while you are over budget.
-Whether your melee jumpstarts is now determined when you initiate a melee combo, eliminating situations in which ships getting disabled before finisher would result in unintended jumpstarts of just disabled ships.
-Enemy patch preview is updated more consistently now.

Fixes
-Fixed a problem preventing specialist spawns in certain zones.
-Fixed HEX-9 supf mod providing too large bonus.
-Fixed HULL EATER MANDIBLES tooltip not loading.
-Fixed inconsistent fixed objective reveal when using SAT SCAN.
-Fixed TAG BOW dealing minor hack damage when impacting structures.
-Fixed some unintended ship types being able to lead 3-ship squadrons.
-Fixed some problems related to carried crates still being regarded as vault content.
-Fixed some bad interactions when ships with attached BLAST PACKS perform jumps or retreats.
-Fixed CSO soft-alert idle comms sometimes ordering unintended specialist units to patrol.
-Fixed some instances of weapon SUPF text not updating.
-Fixed death zones obscuring credits text.
-Fixed minefields not spawning maybe?
-Fixed guards that enter assist state being able to assist hidden guards if they are in range with visible guards.
-Fixed some issues with Ambiphone and sound range.
-Fixed consecutive torpedo launches interfering with range of previous ones.
-Fixed situations in which too many run bonuses would lead to text overlap on score screen.
-Fixed EMPed structures become immune to destruction.
-Fixed missing equip sound on some ships.
-Fixed EMP collisions not being affected by object EW defense.
-Fixed a problem with executive skiff EW armor calculation.
-Fixed a situation in which the final mission would spawn without comms stations.
-Fixed music on alert not obeying volume option for a few seconds.
-Fixed locked items not updating their SRM cost listing after gaining PS from simulations.
-Fixed some instances of weapon inventory box being to small to list all mod text.
-Fixed a bad interaction with Diver Violet and melee range upgrades.
-Fixed guards jumping out of boarding state remaining partially in boarding state (?).
-Fixed some typos.