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Steam News27 October 20241y ago

Swirl Watch Version 1.212

Please note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved.

Full notes

Full Swirl W@tch update

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What changed

2 fixes0 additions0 changes0 removals
  • Fixes
  • Balance
fixedPlease note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion.
fixedSwirl Watch Version 1.212 -This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sonar more responsively now. -Guards that spot multiple downed ships now take evasive action and report a potential attack. -Improved Z-layering of guard ships that jump. -Slight changes to music layer manager. -Fixed some problems with gadget AoE calculations. -Fixed some problems with tripwire gadget triggering. -Fixed tripwires not attaching correctly to movable objects. -Fixed some weapon's SUPF not resetting correctly when unequipping mods. -Fixed weapon distance fuse not taking effect. -Fixed some quadrant based objectives showing as location unknown after completion. -Fixed a problem with ammo modifying gadget mods. -Fixed mod unlock requirements not taking effect. -Fixed melee attacks adding too much EMP time to already disabled ships. -Fixed some problems with enemy sonar obstacle detection. -Fixed sonar support not triggering against certain investigations if they are resolved too quickly.

Swirl W@tch changes

fixedPlease note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion.
fixedSwirl Watch Version 1.212 -This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sonar more responsively now. -Guards that spot multiple downed ships now take evasive action and report a potential attack. -Improved Z-layering of guard ships that jump. -Slight changes to music layer manager. -Fixed some problems with gadget AoE calculations. -Fixed some problems with tripwire gadget triggering. -Fixed tripwires not attaching correctly to movable objects. -Fixed some weapon's SUPF not resetting correctly when unequipping mods. -Fixed weapon distance fuse not taking effect. -Fixed some quadrant based objectives showing as location unknown after completion. -Fixed a problem with ammo modifying gadget mods. -Fixed mod unlock requirements not taking effect. -Fixed melee attacks adding too much EMP time to already disabled ships. -Fixed some problems with enemy sonar obstacle detection. -Fixed sonar support not triggering against certain investigations if they are resolved too quickly.

Please note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion.

Swirl Watch Version 1.212 -This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sonar more responsively now. -Guards that spot multiple downed ships now take evasive action and report a potential attack. -Improved Z-layering of guard ships that jump. -Slight changes to music layer manager. -Fixed some problems with gadget AoE calculations. -Fixed some problems with tripwire gadget triggering. -Fixed tripwires not attaching correctly to movable objects. -Fixed some weapon's SUPF not resetting correctly when unequipping mods. -Fixed weapon distance fuse not taking effect. -Fixed some quadrant based objectives showing as location unknown after completion. -Fixed a problem with ammo modifying gadget mods. -Fixed mod unlock requirements not taking effect. -Fixed melee attacks adding too much EMP time to already disabled ships. -Fixed some problems with enemy sonar obstacle detection. -Fixed sonar support not triggering against certain investigations if they are resolved too quickly.

Source

Steam News / 27 October 2024

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