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Swirl W@tch News

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.

Swirl Watch Version 1.006 (Cold Launch)

-Reworked how mission names are generated.
-Crates are now tagged when you open them.
-Certain mobile objectives are now limited to one per patrol route.
-Slightly lowered minimum guard pathfinding resolution to counteract situation in which guards might path through small object (please report in case this had noticeable performance impact.)
-Tutorial holograms are now more subdued.
-Reduced maximum escort size for objectives that can generate with escort.
-Fixed collisions and other events that inflict engine stun not re-igniting boost until input is released and pressed again.
-Fixed stealth mode input not taking effect when held too long.
-Fixed a problem with matter-condenser items not initializing correctly, leading to 0 SRM cost.
-Fixed a problem causing the elite squadron objective to create one massive squad.
-Fixed Midnight Silent's stealth speed bonus actually being a penalty.
-Fixed ships being able to use APS while disabled.
-Fixed ships being able to activate riot shields while disabled.
-Fixed bad z-layering on pipeline elements.
-Fixed a problem with CSO interrupt alert comms.
-Fixed markers for fixed objectives giving directions.
-Attempted various fixes towards a problem with objectives not completing correctly when mobile objective targets are captured.