-Added more squadron callsigns. -Added new idle comms system. -During soft alert, CSO will now periodically tell random non-specialist guards to switch up patrol direction or redeploy to new tasks (guard<->patrol). -Fixed some bad text formating. -Fixed some instances of tutorial not removing objects correctly. -Fixed possible accelerator sabotage locations putting player in collision with other objects. -Fixed some problems with buoy name generation. -Fixed SUPF AMP not reducing attack visibility. -Fixed missing help comms for certain environments. -Fixed typo in one simulation mission title. -Fixed some problems with hiding objects in hazard zones.
Swirl Watch Version 1.105 (Resistance Supplies)
-You can no longer place evacuation markers within core fusion death zones. -You can no longer hide objects in structures too close to other hidden objects (box refinery can fit 2 etc). -Reduced SCRW SPNR damage (40-->35) piercing (3-->1) and supf (24-->16). -Weapon fire sound now changes guard awareness to alerted (was cautious). -Firing weapons with SUPF on no longer reduced attack LP. -SUPF AMP now also grants 50% attack visibility reduction when firing weapons with SUPF on. -Weapon fire now draws attention of additional guards. -Fixed a problem preventing weapon fire LP increase from taking effect. -Fixed another problem with stealth mode keybinding. -Fixed storm systems being treated as impassible for pathfinding, leading to guards getting stuck in specific circumstances. -Fixed Midnight Silent unlock tiggering repeatedly. -Fixed TRACKER not activating until re-aimed when switched to while aiming. -Fixed a problem with Radical Yellow and Crasher Orange mastery unlocks. (?) -Fixed some ship mastery unlocks not triggering correctly. -Fixed some problems with boss unlocks. -Fixed missing ship comms for certain boss fight situations.
Swirl Watch Version 1.104 (Resistance Supplies)
-Added disguise training simulation. -ROCK CONT damage increased (15-->25). -Guards that carry torpedoes now have a small damaging death explosions. -Added some custom status text for EBOs. -Added lables for sim launcher groups on title area. -Added a safeguard to prevent unconscious ships from using comms in unclear circumstances. -Added a safeguard to prevent guards from gaining multiple shields for unclear reasons. -Picking up objective target ship upgrades now takes longer. -Picking up items is now considered suspicious while disguised. -Replaced disguise tier system with normalized disguise values based on ship rarity. -Melee attacking a ship is now regarded as threatening while disguised. -Fixed disguised player acting suspicious being noticeable to guards that still have a spot indicator, but do not actively spot the player. -Fixed entering simulations that allow for custom loadouts not resetting disguise states correctly. -Fixed a visual issue when disabling fences with wrench. -Fixed missing help comms for new ship types. -Fixed bad spawn position for entangle effect text. -Fixed starting loadout not being recyclable once on mission. -Fixed a scenario where certain objectives would interfere with exit location pick. -Fixed low-g vines being tripped by stationary guards. -Fixed Avenger Rainbow not randomizing loadout when entering a simulation. -Fixed reset loop in tut 11. -Fixed sabotage accelerator objective not being revealed correctly through comms and interrogate (?)
Swirl Watch Version 1.102 (Resistance Supplies)
-Some item deploy cost rebalanced. -Reduced max ammo on some weapons. -EBOs are no longer a valid target for reactor entanglement (no reactor). -Slightly increased PS cost scaling for unlocks. -Fixed a few more items not loading tooltips correctly. -Fixed TRACKER use effect being mixed with another gadget. -WRNCH ARM "loud malfuction" refinery effect now ceases after deafening noise has been amitted 3 times. -WRNCH ARM can now also sabotage fence posts and plasma vents. -Fixed map time not resetting correctly on zone enter, leading to some items not triggering their zone enter effect. -Fixed missing sound on flares. -Fixed "steal ship upgrades" objective softlocking when recycling target upgrades.
Swirl Watch Version 1.101 (Resistance Supplies)
-This update needs to do a one time reset of your loadout and mod selection. -Reverted resupply price increase changes. -Fixed NECRO DARKLY sprite misalignment. -Fixed and rephrased ship mastery unlocks. -Fixed AMBIPHONE not loading tooltip data correctly. -Fixed a general issue causing mods being assigned the wrong parent item.
Swirl Watch 1.1 Resistance Supplies Is Here!
I didn't quite make it for the stealth fest but 1.1 Resistance Supplies is now finally live!
You can now cause comms blackouts at any time with the jam pod, blind ships with the new dazzler gadget, silently disable them with EMP effectors or the new Hex-9 hybrid tool, link enemy reactors to eliminate multiple ships simultaneously or straight up blanked outposts with various types of (expensive) fire support. Passive upgrades also got many new additions, among other things now allowing for high accuracy builds via hard reductions of minimum weapon sway. Sonar can be modified to detect through objects, you can get free disguises each zone, or reactive dazzlers that blind anyone who looks at you too carefully. There are ways to increase your personnel and PS gains from missions now, but you can also spend excess PS on a one time run bonus or go into missions with a completely random loadout, using the new shuttle ship that gets crowd-sourced gear when deploying. Oh and there is a offense-focused salvager that can straight up disassemble wrecked CorPo ships to regain health.
If you have some PS banked you can add some of the new gear to your loadout immediately. Other items come with new unlock requirements, many revolving arround mastering the new and old ships. I also added a couple new training simulations to introduce some of the new items as well as previously existing mechnics. And TacHI can now give you random tips on the title screen. Cheers! Full changelog here.
As with all my updates, 1.1 is now part of the game for free. I hope you get something out of it. A thousand limbs uplift you!
Swirl Watch Version 1.100 Resistance Supplies
New Stuff -Added 3 new ships. -Added 9 new weapons. -Added 7 new gadgets. -Added 18 new upgrades. -Added 60+ mods for both old and new gear. -Some of these options allow for randomized loadout runs and one-time run bonuses by expanding excess PS. -There are also ways to accelerate personnel and PS gain now, if you can spare the deploy budget. -Added a couple new training and challenge simulations. -Added TacHI avatar to the title screen that gives random daily tips.
Changes/Balancing -Max tech levels increased (120-->180). -Subsistence score (from taking excess SRM into missions) is now scored separately from loot score. -HARP-R and SCRW SPINR now deal EMP damage by default and can be converted back to kinetic with mods. -EMICRO base supf increased (30-->60) -RPAM-7K reserve ammo increased and deploy cost reduced (14-->10). -STAPL-R ammo print mod now works on a per-zone basis. -TRIPWIRE ammo increased (12-->16). -Tripwire can no longer damage shielded ships. -EM TORP buffed (damage: 160-->200, damage fall off: -75% --> -50%, AoE: 2.5-->3, ammo: 4-->8). -Increased EMP duration caused by EMP explosions by 100%. -FLASH TORP now detonates silently. -FLASH TORP ammo increased (8->12). -CMND TKN ammo increased (12->24). -Dazzler explosions no longer require guards to directly laze the dazzler source, instead they blind any guards that are mostly facing towards the flash (215°). -When disguised, LP ui now shows your remaining disguise integrity. -MIRROR VARNISh LP penalty reduced (+20%-->+5%) -H-WAVE RADAR range increased. -WHISPER CHIP now also shows CorPo force composition (on inventory tooltip.) -FEED UMBIBLICAL now prevents weapons from ejecting their remaining loaded ammo on reload. -Shield bonuses on multiple items rebalanced. -Using melee on melee immune objects now causes longer melee cooldown. -Reinforcements on high level missions might have their shields plugged into the G-Dock, allowing them to be continuously shielded while stored. -Any guards that heard a threatening sound will now eventually attempt to report, if other guards closer to the sound are prevented from reporting. -Specialist guards are now bold enough to attempt to report when you board them, as long as their ship hasn't been disabled yet. -Specialist guards will now resist interrogation until their ship is disabled. -Starting with zone 4, mission areas are now surrounded by core-fusion dead zones that prevent you from escaping off-grid. -Killing an EBO ironically no longer count against no kills bonus (not sentient enough?). -Bossfights spawn more guards now. -Resupply no longer increases in price per use. -Disabled state now removes blinded/deafened markers form guards. (Superfluous at that point.)
Fixes -Fixed dazzler detonations not affecting guards correctly. -Fixed melee sensory stun still affecting melee immune enemies. -Fixed a situation in which player would be able to call evac even though evac is already in progress. -Fixed a problem with triggering placed gadgets via lidar. -Fixed unintentional multi explosions in certain circumstances. -Fixed a problem with how certain passive and ship specific effects are applied. -Fixed mine detection elements not being affected by convection. (?) -Fixed MAG MINE detection ui not being removed correctly on detonation. -Fixed WRNCH ARM not using up ammo when sabotaging comms stations. -Fixed a problem with displaying wildlife help comms. -Fixed vault crates being movable under lockdown. -Fixed a problem with how certain spring sounds are initiated. -Fixed a problem preventing escort ships from getting re-tasked if their lead is taken out. -Fixed some instances of ship struct ejection fallback not taking effect. -Fixed game re-entering fullscreen on return to title (?). -Fixed player exiting deafened state not resetting certain engine sounds correctly. -Fixed some problems with how elevator location text is handled. -Fixed friendly ships using wrong intro TacHI intro text when boarded. -Fixed selecting empty inventories showing previous tooltips. -Fixed Puffstar sliding your an extra mag on deployment, leading to rediculous ammo gain on certain weapons. -Fixed bad unknown value on CorPo Scaffolds. -Fixed some typos.
Swirl Watch Is Part Of Steam Stealth Fest, First Content Update Is Arriving Soon
Message To All Swirl Watch Action Elements
It took some convincing, but Swirl W@tch has been accepted for the Steam Stealth sale and is 15% off for the duration. Tell all your favorite content creators!
I also started working on the first free content update for Swirl W@tch, which will release in a few weeks time. 1.1 Resistance Supplies is all about new gadgets, tools, upgrades and ships to unlock. About 35 new items will make it into the game. Some provide bread and butter bonuses that I felt where missing, some allow for completely new tactics. Most notable for experienced players: There will be a way to randomized starting loadouts, so you can try different gear combinations on every run.
In preparation for the update I pushed a larger bug fix patch that also reworked the overall progression rate a bit. Check the 1.050 changelog if you want to see what has changed.
Cheers! Stefan – Sleeper Games
Swirl Watch Version 1.050 (Hot Launch)
Changes/Balancing -Ships in trouble now launch escape pods (purely visual right now). -Guards now report when they are being blinded by certain attacks. -Floating chunks now block line of sight. -Ship wrecks now have shot collision and can be destroyed by attacks, allowing them to block a few projectiles. -Disabled ships can now be spotted almost instantly if another guard is looking at them when being disabled. -Scatter weapons aim cone is now fixed and telegraphs the weapon's projectile cone. -Therefore scatter weapons are no longer effected by accuracy upgrades. Mods that change their fire cone are unchanged. -Added weapon overheat system (currently only used on NAIL STRM). -Recycler Nanites can now also dissemble wreckages, apart from removing the wreckage this also grants SRM. -Chaff clouds now block any sonar waves (including your own). -Chaff clouds now also inflict blinded status on guard ships within them, instead of just blocking their lidar. Like other blind effects this makes them unable to maneuver and clears reflex mode. -Freezer Crystal now also comes with a +15% global cooldown rate bonus by default. -Crasher Orange near-industry LP bonus reduced (30%-->20%) -Midnight Silent dark zone LP bonus increased (15%-->30%) -SRM cost for many gadgets rebalanced. -Increased point requirements for A rank (250-->275 per phase) and S rank (325-->400 per phase) -Slightly reduced skill gain from personal with A rank and above. -Slightly reduced PS gain from liberated personnel and high mission rank multiplier.
Fixes -Added fallback system that ejects guards from structures if they clip through. (Still not able to reproduce why and when this happens.) -Fixed guard APS blinking even if APS is currently unable to function (ship disabled/charge depleted). -Fixed some comms texts not working as intended. -Fixed problems with a couple patrol paths in certain zones. -Fixed zone 5 not spawning correct wildlife. -Fixed ships not becoming hidden correctly if eliminated within hazard zones. -Fixed some instances of ships not being able to report consecutive attacks. -Fixed rare bad z-layering when hiding ships in obstacles. -Fixed last known position marker not being removed on alert end. -Fixed single beam attacks being able to damage player two times. -Fixed hidden sniper post having tripwire collision enabled. -Fixed situations in which help comms portrait would be displayed even though no help comms have been triggered. (?) -Fixed very high piercing stat not actually allowing to pierce through multiple ships. -Fixed overwatching enemies not resetting their guard angle correctly when alert ends. -Fixed weapon switching applying remaining fire delay on new weapon.
Swirl Watch Version 1.045 (Hot Launch)
-Blast packs now explode when shot (instead of getting destroyed.) -Added a safeguard to ensure explosion sources are removed correctly. -Resupply cannisters that are found in vaults no longer detonate after being opened. -Fence posts no longer hide nearby buoys. -Added fallback to assign closest patrol route to stray guards that get initialized in loitering state. -Fixed some situations in which sound would not trigger a reaction if the two closest listeners are immediately destroyed by the sound source. -Fixed CSO soft alert call being interruptible if the previously sending ship is removed. -Fixed interrogating prison ships erroneously completing the objective. -Fixed some bad fence spawns in zone 5.