-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 1.133 (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.
Swirl Watch Windows 1.121/1.122 (Resistance Supplies)
1.121 (Resistance Supplies) -Melee now auto-targets disabled ships again if there are only disabled ships in range. -Fixed some instances of objective texts not scaling correctly. -Some title holo text is now affected by UI scale. -Fixed comms speech not being affected by SFX volume option.
1.122 (Resistance Supplies) -Slightly reduced enemy spawns on higher mission lvls. -Prisoner UI should now correctly support up to 5 lines. -Beam-barge attack rate reduced. -WRNCH ARM can no also sabotage pipeline elements. -Fixed a problem with item unlock tracking. -Fixed a problem with vertical pipe generation (?). -Fixed a some situation in which guards would still be able to assist hidden disabled ships. -Fixed guards sometimes attempting to wake up inactive reinforcements when assisting nearby disabled ships. -Fixed some objectives causing other objective to show unintended location tags. -Fixed superfluous brackets on evac objective.
Swirl Watch Version 1.120 (Resistance Supplies)
-Added manual entry for CorPo threat profiling. -Changed some wording on threat profiling stats section. -Guard post color pattern is now more distinct from ships. -When multiple melee targets are in range, but none is target locked, your ship will now prioritize attacking non-disabled ships instead of the one closes to your cursor (should counteract unintended jumpstarts.) -UI scale options now affects objective text and number menu tooltip header. -Fixed backscatter profiler not enabling stealth detection. -Fixed mission success comms sometimes playing after return from death. -Fixed a situation in which getting rediscovered while alert end comms have already initialized would still end alert.
Swirl Watch Version 1.116/1.118
1.116 (Resistance Supplies) -Fixed a bad on-board printer interaction. -Fixed a problem with several late game mission help comms. -Fixed some unintended interactions between randomized runs and ship unlocks. -Fixed missing help comms on some objects. -Fixed a destruction scenario where mine trigger ranges would not be cleaned up correctly. -Fixed utility torp range modifier not taking effect after launch. -Fixed selecting Wizzard Bright disabling afterburner on other ships. -Fixed player deflector destabilization also affecting other deflectors. -Fixed a problem with strafe speed calculation. -Fixed some problems with using ROD TUR on the title screen. -Fixed ROD TUR not being valid target for tripwire. -Fixed a problem with ship initialization during final mission. -Fixed some typos. -Clarified some unlock conditions.
1.118 (Resistance Supplies) -Fixed some bad formating on WHISPER CHIP force composition section. -Fixed player LP not updating when consuming ships. -Fixed comms blackout messenger ships not jumping out correctly.
Swirl Watch Version 1.115 (Resistance Supplies)
-Skiff HAPS and Skiff RD now look a bit more distinct. -Skiff RD now has a secondary critical hit zone (engine). -Some shield items rebalanced. -Enemy AoE shots are now very safe and can't hurt enemies anymore. -Box interdictors are now hack immune. -Fixed donated item never resetting. -Fixed a problem with AROD TURRET not calculating shot speed correctly. -Fixed a couple circumstance in which depleted gadgets could be removed during simulations, leading to them not being reset correctly if simulations reset. -Fixed some bad fence post positioning in zone 4. -Fixed idle comms not being affected by comms blackout. -Fixed sat-scan investigate comms playing repeatedly (?). -Fixed missing help comms on Floatsam. -Fixed some item texts.
Swirl Watch Version 1.112 (Resistance Supplies)
-Added random gear donations: Once you got enough unlocks, a random tool, gadget or ship now becomes free to use. The free item changes every time complete a mission. -Prisoner exchange display can now handle more lines. -Extended some holo texts in Tut10. -Added help comms for tutorial objectives. -Tut10 now continuously removes capture ammo to prevent a softlock scenario after resupplying. -Reworked Tut10 into an open area to prevent another softlock scenario. -Reworked GT1 to allow for additional interactions and somewhat easier completion. -Suspicious actions while disguised are now reported to CSO and can not burn your disguise while comms blackout is in effect. -Fixed disguise burnt comms burning fresh disguises if acquired while comms still progress. -Fixed weapon overheat rate increasing with fire rate changes. -Fixed a problem with randomized loadouts. -Fixed regional help comms never displaying. -Fixed some item tag lines.
Swirl Watch Windows 1.111 (Resistance Supplies)
-Resupply crates no longer self-destruct when they are stored in vaults. -Fixed looting resupply from vaults sometimes spawning pickups in inaccessible positions. -Fixed yet another problem with sound range. -Fixed No Alert mastery unlock requiring more no alert score than advertised. -Fixed player reflex deplete rate not resetting correctly after triggering reflex within simulations. -Fixed a problem with how adaptive difficulty comms type is determined.
Swirl Watch Version 1.109 (Resistance Supplies)
-Danger marks in certain zones now use a different contrast color. -Added a safeguard to prevent certain situations in which player ship might not update animation. -Fixed ship and gadget mods not applying in simulations. -Fixed a bad sim unlock condition. -Fixed some bad texts. -Fixed data intercept markers remaining visible when ships get disabled in certain circumstances. -Fixed a problem with a zone 5 patrol path. -Fixed some issues with interact sound ranges. -Fixed some unclear scenarios in which reinforcements might deploy with shields still up. -Fixed yet another problem preventing minefields from spawning (?).