Swirl W@tch cover
Swirl W@tch screenshot
Genre: Simulator, Indie

Swirl W@tch

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 1.133 (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 (?).