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New Stuff -Added loadout slot system that allows to save and re-equip custom loadouts. -9 new items added. -New mods added to some existing items. -Reworked Rhizome Blue to allow turning it into a long range focused attack ship. -Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions. -Rearranged title area so that simulations are easier to access after loadout changes. Changes/Balancing -When launched for the first time, this update needs to reset your loadout and mod selection. -Some items now require wildlife capture. If you already spent PS to unlock the item it will still be unlocked once you capture the required creature. -Ammo crates found in vaults now only contain a single random pickup (ammo, supf or capture balloons). -Shot cursor homing now only takes affect for as long as you are aiming. -AoE damage now factors less into how weapon max ammo is calculated. -Player shutdown time from EMP explosions is now based on EMP damage taken (capped at 4s, previously fixed 2s). -Cursor homing and fragmentation shots now only apply to weapons that fire physical projectiles. -Weapon mods that increase damage are now generally cheaper, due to how they also affect max ammo. -Recycling now takes time, makes noise and can be applied to living ships through certain means (acting as an armor strip DoT). -TAG TOR is now more focused on being an AoE tag tool, with a new gadget filling the role of continuous AoE detection. -WIRE TOR is now undetectable to CorPo APS and can not be intercepted. -NANO WIRE upgrade no longer has any damage falloff, but also deals reduced damage (20-->10). -UNIVERSAL COPY GOO has been converted into a gadget that can be used on a single unequipped upgrade. -PRINTER now drops printed upgrades instead of auto-equipping. -Several other items rebalanced. Fixes -Fixed a problem with capture witnessed comms. -Fixed Cargo Friend bestiary entry never unlocking. -Fixed cascade weapon mods not applying their effect. -Fixed a problem with one mod for a late game weapon. -Fixed some SLDG PMP mods having their effects mixed up. -Fixed WRNCH ARM not being able to sabotage industrial accelerators. -Fixed player being able to jumpstart disabled and dying ships into a weird temporary zombi state. -Fixed a problem with CHARGE SPUR emp damage calculations. -Fixed a potential situation that would enable ship capture without having vac balloon ammo available. -Fixed a problem preventing individual laser fence posts from being EMPed multiple times in a row. -Fixed wreckage being spottable if they spawned after alert wears off but their source died during combat. -Fixed opening gear menus requiring too much time during reflex mode. -Fixed bridge lock indicator remaining displayed if switching target to an non-critable object while aiming. Swirl Watch Version 1.201 (Precision Gear) -Fixed NET LNCHR not deploying balloons correctly. -Fixed TRACKER cone limit not taking effect. -Fixed a problem with ADV-NAILR supf mod. -Fixed RECYC TORP tutorial simulation range exit check triggering even when near structures. -Fixed problems caused by simulation O3 erroneously having two unlocks tied to it. -Fixed a problem where lasing a LoS blocking object as it is removed would also remove player lidar beam and ability to detect. -Fixed some problems arising from loadout saves initiating at incorrect circumstances. -Fixed a very cool bug causing loadout slots to apply all their passive preview items to the player whenever they update their preview items.
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