-Rebalanced some item prices. -BLAST PACK now deals 125 max damage to ships (was 250), but has a +100% damage bonus against structures now. -WRNCH ARM can now silently sabotage comms stations. -Combat Wire melee EMP damage bonus reduced (30-->10) and renamed to photon -Passive sonar now works by increasing guard engine sound range and is expressed as percentage. -Clarified unlock conditions for unlocks that are awarded for zone completion. -Zone completion unlocks now only trigger in their respective zone (not above) and will now trigger when exiting via maglevator as well. -Individual matter condensers only restock 2 times now. -Fully boarding a ship now interrupt most tac-jumps. -NPC ships will now generally attempt to path around high threat hazards. -Increased LP reduction within industrial sludge (25%-->50%). -Decreased LP reduction within nano-wire (50%-->25%). -Gadgets produced on high level mission matter condensers can now have mods. -Fixed loot pool mod lists not generating correctly, leading to weapons not generating with full mod selection. -Fixed Freezer Crystal hitbox causing self damage when downloading comms key (?) -Fixed Pneumo Mount granting perfect aim stability to NAIL-R. -Fixed high level actions requiring one more lower level win to unlock than intended. -Fixed scenarios in which a boarded ship that jumps would remain in boarded state. -Attempted to fix crash occurring when completing decompression on boarded ships. -Fixed certain placed gadgets not self-destructing consistently when approached by guards. -Fixed certain object destruction events not destroying attached tripwires. -Fixed certain melee attack effects applying even when targets resists melee. -Fixed Combat Wire shield piercing not taking effect. -Fixed resupply cannisters being valid shot and melee targets while still being dropped in. -Fixed certain key enemies still being able to retreat due to comms blackout. -Fixed a certain area not generating comms relays.
Swirl Watch Version 1.016 (Cold Launch)
-NPC ship engines sound circles are placed more accurately now. -You get short lived contact markers for ships who's engine sound reaches you, giving a more direct warning for when unknowns are approaching. -Increased guard engine sound ranged by 20%. -Echo Profiler and Radical Yellow now grant a bonus to passive sonar range, allowing you to detect engines beyond their sound range. -Increased mobility during reflex mode, especially for strafing. -Added some additional vfx for reflex mode. -Triggering reflex mode deliberately via gadget no longer denies no reflex bonus. -Midnight Silent's stealth mode speed bonus is down for maintenance. -Heavy dust clouds are more subtle now. -Fixed incapacitate intro comms also triggering on destroyed ships. -Fixed loadout resetting on game update (should be no longer reset after this update.) -Fixed certain Gadget ammo bonuses not resetting correctly. -Fixed Puffstar sneaking some additional ammo into your reserve when entering a run. -Fixed some problems with how equipment is initialized and equip on launch. -Fixed default loadout initializing C-INJ in a state unelectable by inventory button inputs.
Swirl Watch Version 1.014 (Cold Launch)
-Reinforcement system is more robust now, allowing reinforcements to deploy towards more objectives and in more varied functions (patrol/guard). -Reinforcements can now also deploy to vaults, condensers and maglevators. -The first soft alert per zone no longer triggers reinforcements. -Added some additional comms for when reinforcements are deployed. -Reduced escort scaling, max escort spawns per run (now 5) and max escort size that can be filled by reinforcements (4-->3). -Ships that are performing escort tasks are more easily distracted now. -Ships that spawn as starting escort for objective targets now always spawn as Skiff RD. -Objective target Longcasters now keep their data stream up unless combat alert is triggered. They also re-establish data stream once combat alert is called of. -Reduced tech level requirements for some items. -Slightly restructured Tut5 to offer fewer hiding spots and guide more towards combat. -Improved guard pathing towards positions close to obstacles. -Fixed some irregularities in pathing behavior during simulation that continuously reveal your position. -Fixed guards being able to path through obstacles in situations where their move target is too close to obstacles. -Fixed reinforcements no-target-fallback system not taking effect. -Fixed inventory pause not pausing zone intro track.
Swirl Watch Version 1.012 (Cold Launch)
-Weapons without SUPF now show as LOUD! ))) -Added LP text and on-screen warning indicating that stealth mode is ineffective while fully detected. -Rescue SW volunteer objective is more predictable on lower difficulties now (ships take longer to launch escape attempts.) -Randomly spawned friendly ships no longer spawn with a visible detainment zone. -Cut guard scan direction mechanics, guard vision is now fixed to their ship orientation, but slightly lags behind when turning depending on awareness state. -Improved sound handling for player weapon and shot impact sfx. -Made several adjustments to engine sounds to reduce sound popping on tap boosting. -Fixed pausing game for too long preventing drop at mission start LZ (intro tack now pauses as well when pausing, since drop is synced to music). -Fixed a problem with deploying tripwires. -Fixed a problem with certain sounds preventing guards from reporting more threatening sound events.
Swirl Watch Version 1.010 (Cold Launch)
-Made tutorial holos and dust swirls more subdued. -Slightly restructured Tut1. -Fixed early game friendly ships in custody still spawning with structure overhead. -Fixed opened crates reverting to base color if carried and dropped. -Fixed some newly introduced irregularities with inventory selection. -Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated. -Fixed floating plasma vents in zone 4 (?). -Fixed title music stopping when unpausing after changing volume option on title screen. -Fixed problems with how [redacted]'s comms portrait is applied.
Swirl Watch Version 1.010 (Hot Launch)
-Made tutorial holos and dust swirls more subdued. -Slightly restructured Tut1. -Fixed early game friendly ships in custody still spawning with structure overhead. -Fixed opened crates reverting to base color if carried and dropped. -Fixed some newly introduced irregularities with inventory selection. -Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated. -Fixed floating plasma vents in zone 4 (?). -Fixed title music stopping when unpausing after changing volume option on title screen. -Fixed problems with how [redacted]'s comms portrait is applied.
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.