Update log
Full Surfpunk update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Store
- Performance
- Maps
- Gameplay
We're thrilled to be part of the MIX x Kinda Funny Spring Game Showcase! As such, we've just release our Demo update 1.2 featuring a new voice option by Ian JQ, creator of the animated series OK K.O.! Let's Be Heroes! Check out our latest trailer:
Additionally, this patch iterates on core elements of our game loop in an attempt to remove friction reported by some of our players.
Please note: In order to fix bugs with the save system, we need to reset the progression of players who did not complete Nia’s quest for crafting the first Ultimate skill. If you have not yet crafted your first Ultimate skill, your save file will be reset and you will be required to play the training mission once again. This should have no impact on cosmetic items you may have unlocked through the Community Hub (Harbor).
CHANGELOG
• Performance optimizations
• Various bug fixes
General Balancing & Changes
• Nerfed ‘Goomer’ Sumi (green spiders) HP • Level resources (Bamboo, Red Salt, Pearls) no longer take up space in the player’s inventory and move straight to the barge. We think this is more consistent with the fact that these resources are shared among players as soon as they’re collected • Players now move 5% faster on land • Rushboard fuel now regenerates 300% faster, but the max amount of fuel was reduced by approximately 15%. This change aims to make island-to-island transitions faster, without creating a dominant strategy of scouting the whole map on the board (vs using Navi Towers) • The Swarm severity levels (top center of the screen) now increase slower for smaller groups: – 120% of default timer duration when playing solo – 106% with 2 players – 103% with 3 players – Timer unchanged with 4 players • Added a "Ready" screen before starting a Mission • Loot chests now drop gold • Storm Missions now reward bonus gold
Mission Map Changes
• Lowered the amount of islands per Mission: every archipelago is now generated with 3 large islands and 5 small islands (down from 4+6). In the future, different objective types might have different island counts, but we feel that this quantity of islands provides a better pacing for Evress Well objectives • Lowered the number of Navi Towers per mission to 3 (down from 4) • Density of islands was increased slightly • Some combat setups were revisited
Weapon Skill Changes
• Sword basic attacks now cause a more noticeable step forward • Pistol basic attack projectiles now travel faster
New cosmetics added to the Atelier
• +1 Voice (Ian JQ!) • +5 Faces • +3 Hairstyles
Source
