Sweet Surge cover
Sweet Surge screenshot
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Sweet Surge

Content Update

Changelog:
-Added a new random mission type: Touch The Flag. In this mode both teams try to get to the other side of the battle area. The first team to reach 3 points wins the game. Respawns are enabled for this mode.
-Replaced character models with more fitting ones. Proper visuals for equipment selection are not yet included.
-Added Player Assist Mode. This mode enables the player to temporarily create a clone of a crew mate in battle. The clone inherits the skills of the original, cannot be attacked but deal damage. Clones disappear when a new one is created or the original is incapacitated.
-Changed the looks of the health indicator to somewhat resemble a health bar.
-The health bar turns into a respawn indicator if the game mode supports respawning
-Added a scoreboard to the battle scene

-Fixed some minor bugs and added some minor polish which turned out to be too insignificant or too great in number to list.

Known Issues:
-The ghostly trail originally seen in the screenshots shall be reserved for clones instead.
-Player Assist Mode lacks some usability and a game mode which takes proper advantage of the functionality
-Tooltips in PAM for skills or cloning type may go off-screen

Title Update

Change Log:
-Fixed a bug which caused crew mates to pick up the wrong outfit before deploying in the field.
-Reduced the healing power coefficient of heal skills by 10% to reduce stalemates and promote offensive play.
-Added some stuttering stutter step behaviour to crew mates (a.k.a kiting). Let's hope they dodge more attacks that way.
-Added some visual indicator of their health below crew mates.

Title Update

Change Log:
-Fixed some bugs regarding projectiles (not being fired properly/recycled)
-Ranged skills now show ~20% lower damage than melee skills in the tooltips
-Minor ui fixes

Title Update

Change Log:
-Added tooltip support for equipment attributes
-Reduced ranged damage of skills by ~20% compared to melee counterparts to promote melee combat
-Fixed a bug which would incorrectly calculate lifesteal
-Now scaling damage absorption by up to 0.9 (compared to up to 1 damage) per unit level
-Reduced health regen by a bit
-Now ommitting floating text for lifesteal below 1
-Now rounding numbers for floating text
-Fixed a bug which prevented the game from saving selected crew member equipment
-Now assigning equipment to AI-controlled crew members

Known Issues:
The 20% damage penalty for ranged skills is not yet reflected in the tooltips.
Forged skills do not survive closing the game.

Title Update

Change Log:
-Fixed a bug which prevented health regeneration from being applied properly
-Changed scaling of attributes
--Power: Roughly adds 0-1 damage per unit level (depending on equipment stats)
--Vitality: Adds 10 health per unit level
--Defense: Adds roughly 2 points of damage mitigation per unit level

Dev Comment: Vitality and Defense will be updated in another patch to scale with equipment stats

Known Issues:
-Missing tooltips which reflect how equipment stats change unit stats


-Reduced damage multipliers of counter units from 50% down to 15%.

Dev Comment: 50% was just too high. We feel 15% still promotes counterplay, reduces combat pace a little bit and allows for equipment stats to have a bigger impact on the battles.