-Blast packs now explode when shot (instead of getting destroyed.) -Added a safeguard to ensure explosion sources are removed correctly. -Fixed some situations in which sound would not trigger a reaction if the two closest listeners are immediately destroyed by the sound source.
Swirl Watch Version 1.044 (Hot Launch)
-Cut mechanic: Guards no longer become hyper aware after triggering reflex mode, you can now trigger reflex any amounts of time against the same guard. -NOISE MKR ammo increased (4-->8) and SRM cost reduced (10-->4). -Enter maglevator object now also shows quadrants. -Improved guard interactions after they pop balloons. -Fixed sim load icons showing unintended texts in some circumstances. -Fixed frequency scanner not revealing objects correctly on pickup. -Fixed some problems with item recycling. -Fixed some irregularities with how rod turret shot speed is handled. -Fixed Rod Turret not self-destructing correctly. -Fixed tooltips and function on some item mods.
Swirl W@tch Version 1.042 (Hot Launch)
-Once your remaining reflex time gets very low you can no longer enter reflex mode (TacHI will point that out and your final reflex clear.) -Overhead structures now immediately deny balloon attaching, which no longer costs a balloon. -Guards that pop a balloon will now attempt to aid in restoring nearby disabled ships instead of just reporting the capture attempt. -Attaching a balloon to a ship hidden within a hazard now makes the balloon undetectable. -CSO now reacts differently if multiple alert are caused in the same zone and the first alert now has ships go back to "unaware" state. -Ship to ship collisions are more quiet now. -Fixed missing "objective found" comms on a late game objective. -Fixed empty mission control comms when entering simulations under certain circumstances. -Fixed a problem with comms sometimes displaying ? portrait erroneously. -Fixed forced evac displaying wrong quadrant. -Fixed target lock interfering with prisoner exchange display. -Fixed most comms not being considered interrupted when interrupted on first message segment. -Fixed Puffstar not accelerating during credits sequence (?)
Swirl Watch Version 1.040 (Hot Launch)
-Time scoring is even more lenient now (<5m/map for max, up to 5m-25m/map for reduced score). -Computronium Substrate is now impervious to any damage. -Run score PS is now saved when your grade is shown, preventing PS loss on rare prisoner exchange crash (crash itself is still under investigation). -Fixed guards sometimes erroneously reporting disabled ships found as wreckage, triggering soft alert. -Fixed a problem with [redacted] objective. -Fixed a problem related to late game run end. -Fixed [redacted] being affected by a late game non lethal torpedo. -Fixed RFLX CHIP reducing emergency reflex time with each use. -Fixed a scenario where alert would fail already completed heist objectives. -Fixed a bad impact sfx on abyssalite asteroids. -Fixed a problem with zone variant selection and displayed zone name. -Fixed an object picking issue that might prevent EMISSION ANALYZER from working. -Fixed some missing text issues.
Swirl Watch Version 1.038 (Hot Launch)
-Zone SRM drop scaling is now based on mission phase and scales faster. -Later mission phases now have increasing chances to spawn a resupply canister in a vault. -Lost cargo loot score increased (20-->40). -Reduced srm dropped from prisoners. -Time scoring is more lenient now (<5m/map for max, up to 5m-15m/map for reduced score). -Releasing boarded objects is now faster during reflex mode. -Objective target ships are now excluded from being certain specialist versions. -Wildlife gets scared of the player ship at greater distance now. -Structure collision sounds no longer count against no contact bonus. -Fixed a problem preventing minefields from spawning. -Fixed guards that detected player exiting alert phase with 100% spot progress, leading to instant re-detection. -Fixed a problem with a specific laser fence in zone 6. -Fixed a problem with binding sprint key. -Fixed an occasional empty text enty when displayed when completing comms key objective. -Fixed wrecks not getting board-tagged if they are created from an already boarded vessel. -Fixed boarding wreckages triggering boarding intro text. -Fixed early game box refinery objective not awarding objective completion score. -Fixed intel objective not completing on ship extraction. -Fixed relay ship objective marker not changing correctly on alert connection shutdown. -Fixed SRM heist objective not being completable by prying crates under lock-down.
Swirl Watch Version 1.036 (Hot Launch)
-Adjusted some bad spawn areas in zone 3 and 4. -Fixed BACKSCATTER PROFILER stealth detection bonus not applying. -Fixed board member capture unlock not taking effect. -Fixed no contact mastery unlock having wrong tooltip and being unattainable. -Fixed ship based objectives sometimes picking docked reinforcements as target.
Swirl Watch Version 1.033-1.035 (Hot Launch)
1.033 (Hot Launch) -Gear mods become available earlier now (tech lvl 30+). -New movement tech: Activating stealth mode while or directly after using afterburner now has you drift, retaining more momentum. -Phase torpedoes are now susceptible to hacking. They become cursor guided when hacked and detonate when getting close to revealed enemies. -Firing flares into phase torpedoes now detonates them, unless they are already phasing. -Firing flares directly onto a guard-ship now briefly blinds it, but this is perceived as an attack. -Blinding a ship during reflex mode now clears them as a reflex target. -Blinding ships now also resets their spot progress. -WRNCH can now pry crates to instantly open them. This works even on crates in vaults under lockdown. -Blast Pack can now be attached to any melee target (not just guard ships). -Attached Blast Packs are now dragged behind the attached object, allowing to trigger them with lidar more consistently. -Gadget shots now miraculously launch and fly faster during reflex mode. -Hazards that substantially reduce LP can now also hide disabled ships/wrecks (disabling/destroying ships within hazards instantly hides them). -Ship to ship collisions are slightly more forgiving now, allowing you to graze past ships if you touch them just briefly. -Resistance Supplies now periodically ping themselves if undetected. -Phase Torpedo damage vs structure reduced (100%-->10%). -Removed convection hazard angle-aligned push force. -Riot Control deflector shields now properly deflect gadget shots. -Fixed some issues with enemies using sonar. -Fixed some recent inconsistencies for how sound is suppressed by foam. -Fixed Resistance Beacon not spawning upgrade cache correctly (?). -Fixed SRM counter display issues when SRM Sieves are equipped. -Fixed a problem with friendly ship subject portraits. -Attempted to fix an issue where ships would get initialized multiple times, increasing their tech requirements beyond intended value.
1.034 (Hot Launch) -Adjusted the way in which move forces are condensed down when exiting strafe states. -Timed trigger for gadgets is now set manually by pressing interact while aiming the gadget. -Movement impeding hazards now slow you down on entering, preventing some unintended interaction with drifting. -Fixed a not-so-minor issue with remote triggered blast packs. -Fixed prisoner exchange portraits on title screen sometimes becoming hidden (?) -Fixed zone based hull regeneration not updating health ui. -Fixed a 1.033 issue preventing guard spot progress from decaying. -Fixed releasing a boarded ship not resetting player boost force correctly. -Fixed some gadget cloud effect having unintended guard path avoidance. -Fixed fly nest granting infinite bot flies. -Fixed some problems with revealing squadrons through interrogations (?). -Fixed some issues with guard sensory state icons. -Fixed wrong pickup text on some item mods.
1.035 (Hot Launch) -DISRUPTOR CABLE now also makes disabling boarded ships +100% faster. -Unknown ship class EW defenses adjusted to be less confusing. -Unknown ship class is slightly easier to detect with sonar now. -Disabling structures is a bit more flashy now. -Fixed unknown ship class being able to re-enter stealth in certain unintended situations. -Fixed a problem with revealing unknown ship class through certain means. -Fixed fence posts becoming EMP immune after first disable. -Fixed a recent problem preventing Tripwires from triggering.
Swirl Watch Version 1.034 (Hot Launch)
1.033 (Hot Launch) -Gear mods become available earlier now (tech lvl 30+). -New movement tech: Activating stealth mode while or directly after using afterburner now has you drift, retaining more momentum. -Phase torpedoes are now susceptible to hacking. They become cursor guided when hacked and detonate when getting close to revealed enemies. -Firing flares into phase torpedoes now detonates them, unless they are already phasing. -Firing flares directly onto a guard-ship now briefly blinds it, but this is perceived as an attack. -Blinding a ship during reflex mode now clears them as a reflex target. -Blinding ships now also resets their spot progress. -WRNCH can now pry crates to instantly open them. This works even on crates in vaults under lockdown. -Blast Pack can now be attached to any melee target (not just guard ships). -Attached Blast Packs are now dragged behind the attached object, allowing to trigger them with lidar more consistently. -Gadget shots now miraculously launch and fly faster during reflex mode. -Hazards that substantially reduce LP can now also hide disabled ships/wrecks (disabling/destroying ships within hazards instantly hides them). -Ship to ship collisions are slightly more forgiving now, allowing you to graze past ships if you touch them just briefly. -Resistance Supplies now periodically ping themselves if undetected. -Phase Torpedo damage vs structure reduced (100%-->10%). -Removed convection hazard angle-aligned push force. -Riot Control deflector shields now properly deflect gadget shots. -Fixed some issues with enemies using sonar. -Fixed some recent inconsistencies for how sound is suppressed by foam. -Fixed Resistance Beacon not spawning upgrade cache correctly (?). -Fixed SRM counter display issues when SRM Sieves are equipped. -Fixed a problem with friendly ship subject portraits. -Attempted to fix an issue where ships would get initialized multiple times, increasing their tech requirements beyond intended value.
1.034 (Hot Launch) -Adjusted the way in which move forces are condensed down when exiting strafe states. -Timed trigger for gadgets is now set manually by pressing interact while aiming the gadget. -Movement impeding hazards now slow you down on entering, preventing some unintended interaction with drifting. -Fixed a not-so-minor issue with remote triggered blast packs. -Fixed prisoner exchange portraits on title screen sometimes becoming hidden (?) -Fixed zone based hull regeneration not updating health ui. -Fixed a 1.033 issue preventing guard spot progress from decaying. -Fixed releasing a boarded ship not resetting player boost force correctly. -Fixed some gadget cloud effect having unintended guard path avoidance. -Fixed fly nest granting infinite bot flies. -Fixed some problems with revealing squadrons through interrogations (?). -Fixed some issues with guard sensory state icons. -Fixed wrong pickup text on some item mods.
Swirl Watch Version 1.022 (Cold Launch)
-Comms icon for comms that will trigger soft alert now flash. -Quadrant names no longer get overwriting by !ALERT! text. -Ship and structure explosions sounds range increased (500-->1000) -Ship and structure explosions will now get reported and trigger soft alert. -Getting hit by hostile sonar now reveals the sonar source. -Fixed explosion damage multiplier VS structure not taking effect. -Fixed simulations awarding their PS reward multiple times. -Fixed ship specific objective sometimes not forcing ship type correctly. -Fixed some inconsistencies with how passive sonar range is calculated. -Fixed board decompress buildup sound being played at too low pitch on first instance.
Swirl Watch Version 1.020 (Cold Launch)
-Many non-lethal gear conversions become available earlier now. -You can now carry floating chunks and send them on alternate trajectories by releasing them. -Increased speed threshold at which noisy-to-traverse hazards are creating sound. -Noisy-to-traverse hazards can no longer trigger when you are in stealth mode, regardless of speed. -Made Low-G Vine target text slightly more clear. -Game now recognizes PovX/PovY axis as valid controller inputs. -Fixed stealth mode key not being bindable. -Fixed inventory UI disappearing when dropping upgrades at base while ship mods are equipped. -Fixed SRM counter not updating until inventory exit when dropping upgrades at base. -Fixed player ship being unable to carry crates due to them resisting melee EMP. -Fixed Cargo Router tool tip. -Fixed some typos.