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Swirl W@tch News

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.

Swirl Watch Version 1.005 (Cold Launch)

-Gear now shows its pickup quote even when still PS locked, giving some indication of what the item will do.
-Gear carousel is spaced out a bit wider and turns faster now.
-Clicking on the tech category icons below the gear carousel now rapidly rotates the carousel to that category.
-Loot score bonus from unspent SRM is now only awarded when successfully completing an action.
-When getting rolled the eliminate squadron objective, the text now makes it more clear that these are separate squadrons and not one giant death-stack.
-Midnight silent now also has a bonus to stealth-mode top speed.
-Fixed some problems with Midnight Silent's stealth mode sound modifier.
-Fixed a general problem with showing objective directions when multiple objectives are revealed.
-Fixed T9: Reflex Mode not resetting in failing reflex challenge.
-Fixed a problem with calling evac to off grid quadrants.
-Fixed compounding problems with how mobile objectives are tracked and revealed.
-Fixed some other minor issues.
-Fixed some typos.

Swirl Watch 1.004 (Cold Launch)

-Extended mission name generation.
-Counteracted a situation that would allow ships to path out of bounds during simulations.
-Changed the way move forces are consolidate when releasing a boost/strafe input to counteract unintended speed gain.
-Fixed Chuffstar getting lost in an endless wide circle holding pattern after returning to base.
-Fixed more objective direction issues.
-Fixed some problems with the wildlife hiding behavior.
-Fixed rainboid clumping behavior.
-Fixed player being able to aim gear after droping it.
-Fixed player being able to aim and deploy during death animation.
-Fixed false contacts from chaff being created at wrong positions.

Swirl Watch Version 1.003 (Cold Launch)

-Reinforcements now get a response from CSO when ready to reinforce (also points to comms blackout if applicable.)
-Evac arriving now shows LZ quadrant until Puffstar actually arrives there.
-Ship beam APS now periodically emits a flash that is visible regardless of ship detection state, as long as the ship has APS charges remaining.
-Beam APS no longer recharges over time and remains depleted once a ship has used up all charges.
-Sonar enemies now emit sonar idle sounds that gives away their presence and position.
-Hits taken run score penalty has been replaced with heart damage taken (-10 per heart lost)
-Missions now always get 3 objective spawns, regardless of zone type and map progress (was slightly inconsistent before.)
-Fixed guards in reinforce ready state being constantly called by CSO even when no connection is possible during comms blackout.
-Fixed a problem preventing any interaction whenever balloon ammo is depleted.
-Fixed puffstars no longer being trackable when showing objectives.
-Fixed bad scaling of objective background on objective spawn.
-Fixed late game G-Docks creating reinforcement ships with bad id.
-Fixed bad target marker scaling on some objects.
-Fixed some CSO comms using wrong text color.
-Fixed some typos.