Sep 22, 2016
Savage Resurrection - WhiteDwarf
General:
Added a new map, Crossroads.
This large classic map features numerous paths converging on a single crunch point in the center.

Balance:
  • Fire ward and land mine slow is now countered by splash damage immunity, and has slightly reduced duration.

Fixes:
  • Fixed some issues with repeater and blaze sounds.
  • Fix for corpses standing up sometimes.
  • Fix for occasional mesh falling through ground after being knocked back.
  • Fixed an instance that could lead to an alive player being in ragdoll.
Sep 12, 2016
Savage Resurrection - Bangerz
Balance:
  • Fire ward and land mines: Damage reduced 500->200. Added a 3s slow to anyone damaged. Hitboxes (when you shoot at them) increased.

General:
  • Added Lair and Stronghold death effects.
  • Added Predator and Shaman cosmetics.

Optimizations:
  • Visibility and stealth calculations optimized.
  • Building and weapon tick optimizations.
  • Character death optimizations.
  • Aura application optimizations.
  • Skeletal mesh optimizations for buildings and dome effects.
  • Pickup collision optimizations.

Fixes:
  • Fixed self weapon sounds being occluded incorrectly sometimes.
  • Fixed sacrifice incorrectly having splash protection.

What's next?:
  • Crossroads is next.
Aug 30, 2016
Savage Resurrection - Bangerz
Balance:
  • Spawn flags now take 2.5x as long to capture. You'll need to be sneakier or bring friends to ninja capture a flag now.

General:
  • Made the building under attack alerts a bit smarter, improved their throttling.
  • Added a Melee trace helper to the practice mode F10/Esc menu. This is only available in solo practice as it requires you to be the server.
  • Added more UI options, such as the ability to disable score popups.

Fixes:
  • NPC corpses are cleaned up a bit faster now.
  • Optimized FPS minimap a little.
  • Fixed Repeater and Blaze sound effects.
  • Fixed Revive and Resurrect sound effects.
  • Fixed some missing death groans.
  • Fixed 'to all' voice messages not playing sometimes.
  • Fixed nameplate and action tip position conflict on mines.
  • Fixed a commander order voice line duplication.

As always, tell us what you think on the Steam community forums!
Aug 25, 2016
Savage Resurrection - Bangerz
Howdy, Savages! We finished a few little extras and decided to squeeze them in before the epic Savage weekend!

General:
  • Important gameplay event alerts have moved from the kill log to a more prominent top center location, and have been improved. Buildings under attack will now display their health, and losing buildings will display what technology was lost (if any) to help communicate the importance of their defense.
  • AI Commander can now issue micromanagement orders, e.g. attack a particular unit (siege or shield tower), repair a particular building.
  • Spawn flags get a special minimap icon.

Balance:
  • K.O.N.G. projectile lifetimes have been reduced so that using hills to raise your trajectory will only give you a slight range advantage. It was previously possible to get a much bigger advantage than intended.

Fixes:
  • If an item is nearly limited, you will now only be able to buy up to the limit.
  • AI Commanders build order no longer gets stuck waiting for gold sometimes.
  • Grenade launcher dust effect has been reined in.
  • Fixed bug where worker count + limit could be incorrect.
  • Fixed commander using gateway via minimap.
  • Fixed queued research not being refunded if the building dies.
  • Splash damage should now be more reliable.
  • Fixed a server crash.

What are we doing next?:
  • We're always working on performance, bugs, and balance.
  • We're making the endgame sequence more exciting. That stronghold needs to explode!
  • We're improving situational feedback / gameplay awareness feedback.
  • We're working on Crossroads, the next map.

As always, tell us what you think on the Steam community forums!

Edit: Updated to 1.0.5 with a server crash fix.
Aug 24, 2016
Savage Resurrection - Bangerz
Happy Wednesday, Savages! Today we have a fine selection of balance adjustments and bug fixes for your gaming pleasure.

Balance:
With this patch we aimed to slightly increase the anti-building damage potential of both teams.
  • Behemoth health increased moderately. This guy wasn't tough enough.
  • K.O.N.G. health increased slightly, firing range increased slightly, but AoE radius moderately reduced - should be more effective against buildings but less effective against players.
  • Increased the anti-building effectiveness of anti-building weapons slightly (Ember, Fireball, Rocket Launcher, Grenade Launcher). These are intended to be viable alternatives to Siege units when used en-mass or by a sneaky strike force.
  • Boom Buggy's damage when attacking other siege class units was moderately reduced. This offensive unit was too effective in defense.

Optimization:
  • Boom Buggy draw optimization.
  • Gadget movement optimization.

Fixes:
  • Fixed a crash in predicted projectiles.
  • Fixed broken time based stats.
  • Made "click to request" label more obvious.
  • Fixed savage resurrect anim not playing.
  • Fixed double clicking units as commander.
  • Fixed some duplicating voice lines.
  • Fixed some AI Commander + worker glitches.
  • Fixed Spire collision.
  • Fixed post-processing on Bunker and Morning.
  • Fixed revive decals showing up on map origin.
  • Fixed collision on a few rocks.
  • Fixed position of some RTS UI elements.
  • Fixed mana label separator on FPS UI.
  • Made building death animations more reliable.
  • Fixed your emblem when in a party.
  • Filter in-game news to official patch notes.

What are we doing next?:
  • We're always working on performance, bugs, and balance.
  • We're making the endgame sequence more exciting. That stronghold needs to explode!
  • We're improving situational feedback / gameplay awareness feedback.
  • We're working on Crossroads, the next map.


As always, tell us what you think on the Steam community forums!
Aug 23, 2016
Savage Resurrection - Bangerz
Greetings, Savages! We're hard at work fixing and improving things based on the feedback collected over the release weekend. Here's the first of that:

Balance:
  • Respawn times are now a flat 15s. Once a game has been going for longer than 30 minutes these will slowly increase for both teams. This should help end defensive stalemates by allowing the team with the advantage to score more building damage. We'll be keeping a close eye on this and tweaking as needed!
  • Replaced the existing overtime (> 60 minutes) mechanic. Overtime now critically damages all structures. We think this will be a bit more intuitive and fun.
  • Standard (AI Commander) games now give each team a small redstone drip very late game when redstone is exhausted. This should help end stalemates where both teams have no tech and no redstone is left on the map.
  • Spire and Guard Tower projectile speed decreased by 10%. We recently buffed this and think we went a little too far.

General:
  • Quickmatch shouldn't give the "Full Server" error as much.
  • Fixed an issue causing end-game loot to not drop as frequently as it should.
  • Added new gameplay tips to death and loading screens.
  • Advanced mode should never start with AI commanders, but it will still let them take over if the human is out of their seat for over a minute.
  • Created KONG destruction sound effects.
  • The gold pickup sound now plays when getting gold directly from a kill.
  • Borderless fullscreen window is now the default setting.
  • Added a role reminder message.
  • Added PT-BR text translation, thanks to Brian Santos.
  • Updated Loadout stored health icon to be more clear.
  • Landmine glow tweaked to be a little more different to fire wards.
  • Added natural cover to Bunker, also prettied up a few areas and fixed some stuck spots.

Optimization:
  • Optimized our usage of cloth physx.
  • Actor location update optimization.
  • Optimized draw rate of fps vitals.

Fixes:
  • Automatic player spectate on queue skips over unreleased players so you aren't looking at the ground (if possible).
  • Fix for private games being joinable after the first match sometimes.
  • Fixed people occasionally getting stuck in rag-doll after a rez.
  • Fixed a client crash or two.
  • Fixed a server crash.
  • Reduced volume of Snow Footstep sfx.
  • The steam inventory button is now disabled until all the data has arrived, preventing that empty inventory bug.
  • LostHills rock collision fixed.

What are we doing next?:
  • We're always working on performance, bugs, and balance.
  • We're making the endgame sequence more exciting. That stronghold needs to explode!
  • We're improving situational feedback / gameplay awareness feedback.
  • We're working on Crossroads, the next map.


As always, tell us what you think on the Steam community forums!
Aug 21, 2016
Savage Resurrection - Bangerz
Greetings Savages!

There's never been a better time to get your Savage on, because we've just temporarily increased the cosmetic loot drop rate by 1000% :O

When will the madness end? We're not telling!

Edit: Loot is working again.
Aug 19, 2016
Savage Resurrection - Bangerz
Greetings, Savages! Here's our first post-release patch, hope you're enjoying the game so far.

Balance:
  • Healers revive range increased from 500 -> 1000, mana cost removed (still has a 10s cooldown).
  • Respawn times have been increased slightly.

General:
  • Optimized many character animations.
  • Improved UI for healers revive range and cooldown.
  • Added "Can't Fire" feedback click.
  • Allow VO lines on the end game screen via V menu.
  • Added scrolling message feedback when your relocator doesn't work.
  • Beast worker build sound updated.
  • Commander role assignments UI updated.
  • Increased classic order arrow deadzone from 30% to 66%.
  • Added the real icons for Stalker and Scavenger cosmetics.

Fixes:
  • Fixed some of the issues causing FPS to degrade over time.
  • End game camera sequence fixed.
  • Fixed morning splash screen.
  • Hid impeach UI for Standard mode.
  • Deselect heal/revive target if it becomes invalid.
Savage Resurrection - Bangerz
Today marks the official launch of Savage Resurrection, as we leave Steam Early Access. We see this as the next natural step in the evolution of the game we love, and plan to continue developing the game in concert with our existing community, along with the influx of new blood we hope to see. Over the last 3 months of Early Access our community has provided excellent feedback which we have used to significantly improve our game, and we feel it is now ready to take on a larger audience.

So what’s next? In the immediate term we’ll be monitoring performance and balance over release, and will be working on optimizations and tweaks as needed. We’re also working on a new map as well as various features and improvements that have been hotly requested by our community.

We’re happy that you've found your way to Savage Resurrection, and we're excited to hear what you think! Please take some time to drop by the forums to introduce yourself and tell us your thoughts. We welcome all feedback, we want to know what we are doing right, and what we can do to be better.

-Marc A DeForest, CEO S2 Games
Aug 18, 2016
Savage Resurrection - Bangerz
Today marks the official launch of Savage Resurrection, as we leave Steam Early Access. We see this as the next natural step in the evolution of the game we love, and plan to continue developing the game in concert with our existing community, along with the influx of new blood we hope to see. Over the last 3 months of Early Access our community has provided excellent feedback which we have used to significantly improve our game, and we feel it is now ready to take on a larger audience.

So what’s next? In the immediate term we’ll be monitoring performance and balance over release, and will be working on optimizations and tweaks as needed. We’re also working on a new map as well as various features and improvements that have been hotly requested by our community.

We’re happy that you've found your way to Savage Resurrection, and we're excited to hear what you think! Please take some time to drop by the forums to introduce yourself and tell us your thoughts. We welcome all feedback, we want to know what we are doing right, and what we can do to be better.

-Marc A DeForest, CEO S2 Games

General:
  • Updated Coil Rifle, Repeater, and Rocket Launcher models and effects. Shiny!
  • Communication wheel updated, now has "To All" section.
  • Added oldschool v + number + number quick message menu.
  • Commander minimap will now accept input from orders on your cursor e.g. issuing an attack order or using the scout ability.
  • Updated 2D splash images for most maps.
  • Some gameplay feedback messages that were using errors now display through scrolling alerts instead.
  • New death effects for Sublair and Spire.
  • Added armor cosmetics for Stalker and Scavenger.
  • Gold and ammo drops on kill have been tweaked to always drop ammo and overall award slightly less gold.
  • More AI Commander improvements.
  • Added a popup warning if key was in use during rebinding.
  • Some of your settings have been reset to their default values, including keybindings.

Optimizations:
  • Mine trace physics optimizations.
  • Updated and optimized Sacrifice explosion.
  • Landmine effect optimized.

Fixes:
  • Fixes for private matches not being private!
  • Towers shouldn't target items anymore.
  • Fixed a crash when practicing with your party.
  • Fixed camera falling through terrain/floating away when catapult dies.
  • Fixes for opening crates not working sometimes. Also added detailed error message for opening crate failures.
  • Fixed initial UI state being wrong when joining a match from a lobby.
  • Lowered volume on main menu music.
  • Commander can set up role assignments during warmup and they won't be cleared anymore.
  • Morning stuck spot fixed in north area.
  • Demo pack explosion fixed.
  • Various sound volumes tweaked e.g. repairing a building + defense alerts.
...

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