Savage: Resurrection cover
Savage: Resurrection screenshot
Genre: Shooter, Real Time Strategy (RTS), Role-playing (RPG), Strategy

Savage: Resurrection

0.1.20 Patch

Melee


  • Improved Melee to result in less “I hit that guy but it didn’t count”
  • Melee impact traces are now more consistent and framerate independent - improvement should be particularly noticeable when rotating at lower FPS
  • Melee sweeps widened by 40%, better matching Savage 1


General Improvements


  • AI Commander is smarter about placing buildings
  • Selecting a spawn point is now much more responsive
  • AI Commanders won't end warmup and start the match until 3 minutes have passed without players taking the seat (up from 1 minute).
  • AI Commanders won't fill an empty seat until 25s after the human leaves it (up from 5s)
  • Auto detect graphics is now a dialog that can be cancelled by the user, but auto proceeds after 10s with no input.
  • Created “AI Commander Only” mode for use in custom games
  • Votes are now usable while dead in FPS view
  • Commander election vote is now easier to pass, lasts longer, allows multiple people to run at once, displays the commanders score division, and has a sound
  • Added chat messages about more vote events
  • Tweaked hit boxes on some of the larger units
  • Flux gun animation updated


Fixes


  • Fix concede vote not working sometimes
  • Fix some sound events on endgame screen
  • Fix fps spec bot indicator
  • Fix a server crash
  • Fix Heal Spire healing too much over the first few seconds of it's life
  • Fix some AI Commander double chat messages

Patch 0.1.19

Changes and Additions



Bots
  • Bots are now aware of and will frequently follow Commander orders
  • Added repair/build nearby building behaviour
  • More personality updates


Input & Controls
  • Improved snap casting mechanics
  • The default right click action is now swap to melee and leap/block - you can still enter aiming mode with middle mouse or Z
  • You can restore the previous default aiming behaviour in the controls settings
  • This changed required us to reset some of your settings, sorry about that!


General
  • Add steam friend backer to scoreboard
  • Summoner can now enter first person aiming mode
  • Increased warmup minimum duration back to 120s
  • Simplified healing aiming options to either snapcasting or not
  • Added Shaman shield sound
  • Enable log window with -log commandline argument in shipping builds


Balance


  • K.O.N.G. firing arc adjusted, reducing his ability to shoot near his feet.
  • pro tip: if you run in front of him in order to get to his feet, he will still probably shoot you - go around the side instead*


Bug Fixes


  • Fixed snapcast targeting failing a lot
  • New bot filters now update immediately like the others do
  • Healer extra nameplate vision only applied to units (was showing gadgets)
  • Fixed some extra maps being included that didn’t need to be
  • Fixed swap + block/leap behaviour
  • Fixed block UI element getting stuck on sometimes
  • Fix garrison select sound being too loud
  • Fix Commander stat grab
  • Fix map name on team select
  • Fix revive indicator appearing to commander
  • Fix dev bot count showing up on game list
  • Fix throttling on commander taunts

0.1.18 Patch

Changes and Additions


  • Improved Block's interaction with lag compensated impacts (should make blocking ranged attacks more reliable)
  • Improved Loadout responsiveness
  • Approved requests now auto equipped
  • Bots now join/leave up to 7 total slots per team, e.g. if 14 humans are in the game there will be 0 bots, if there are 4 humans there will be 10 bots.
  • Add bot filters to game list
  • Low/Medium overall graphics settings will disable foliage
  • Added auto balance option to custom games
  • Casual games will now start with 1 human player
  • Updated Forcefield icon
  • We no longer interpolate character rotation (no more seeing people block you with their butt)
  • Increased default snapcast break angle to 25
  • Increase minimum bot block reaction time
  • Make average bot aim less accurate
  • Polish localization updated


Bug Fixes


  • Fix request feedback docking
  • Fix red/green model highlighting not clearing sometimes
  • Fix learn section typos
  • Fix case with 2 elect votes
  • Fix lobby names not propagating to game server
  • Fix for initial manaregen time not being synchronized between client/server
  • Revive alert shows only if your class can be revived
  • Fix death dialog bot indicator
  • Made endmatch data more reliable
  • Fix login music ear blast
  • Fix weapon fire animations sometimes not playing when holding down the left mouse button for summoner, healers, and beast units with a mana crystal


Optimizations


  • Consolidated particle components for Boom Buggy

The First 3 Weeks

We like to hit the ground running here, and over our first 3 weeks of Early Access our community has provided excellent feedback which we have used to significantly improve our game.

There’s still plenty more to come, but here’s a few highlights from our 17 recent patches:

Frame rate and performance


We’ve made a lot of progress in this area, with most players seeing huge improvements. If you were having issues with this previously, let us know how things are now!

Netcode and Responsiveness


We’ve made many optimisations and several adjustments to lag compensation. This has resulted in significant improvement but we’ll be focusing on this more over the next few weeks.

AI Commanders + Players Bots v0.1


Our final goal with casual AI matches is to allow any and all skill level players to quickly find a suitable, fun match at any time of the day. We think adding AI Commanders and Bots is a huge part of priming the pump that is Savage, and increasing our concurrent player count.
We expect to be continually improving the AIs intelligence, but we felt it important to get this feature out and start getting feedback now.

Healer Rework


We wanted to make big improvements to the impact and fun factor of the Chaplain and Shaman. They have new and improved abilities, attacks, and are much easier to access.

Balance


We’ve been tweaking numbers and changing rules in response to community feedback, try the game out now and as always let us know what you think in our community forum

General Improvements


We’ve made hundreds of little improvements such as better tooltips, better feedback on attacks, adding a concede vote and improved commander shortcuts based on community suggestions - keep them coming!

Bug Fixes


Oh boy did we fix some bugs, we’ll keep stomping these as you keep pointing them out.

Player Hosted Dedicated Servers


Want to host your own custom Savage server? Well, you can! Check out
http://steamcommunity.com/app/366440/discussions/0/357288572122234367/

What’s Next For Savage?


Our focus over the next few weeks will be on:
  • Improving our new AIs
  • Finishing up a new map
  • Fixing those bugs
  • Monitoring the effect of the latest balance changes, preparing new ones
  • Working on netcode (to improve melee feel)
  • Working on performance (to continue improving framerate)


For More Details


All our patch note announcements are available here for more details: http://steamcommunity.com/app/366440/allnews/


Want A Map Teaser?







Patch 0.1.16 + 0.1.17

Bonus round! We've snuck in a few extra little improvements before the weekend:

0.1.17


  • Decrease max bot count to 6 per team in official casual mode
  • Bots will choose from more available paths when moving around the map
  • Bots have varying levels of awareness, causing them to react at different times
  • Bot personality variance increased, various tweaks made to likelihood of certain behaviours
  • Bots won’t be distracted by other player’s pickups
  • Bots won’t all try to take the spawn flag at once
  • Tweaked wording on starting new games to better convey that the game will be hosted on official servers, not your local machine
  • Fixed crosshair for K.O.N.G.
  • Allow bots to be enabled/disabled when starting a new custom match


Following up on yesterdays large patch, here's 0.1.16

0.1.16 Changes and Additions


  • Lowered max bot count from 12v12 to 9v9 (temp fix until they spread out a little more)
  • Added bot indicators to team select and nameplates
  • FPS command snapshot now excludes queued (not current) workers, so you can focus on more important research
  • Improve Commander AI expansion logic
  • Polished some chaplain effects
  • Set casual mode max human player imbalance back to 1


0.1.16 Bug Fixes


  • Fixed a server crash
  • Fix several commander AI bugs
  • Fixed double playing research sounds
  • Added research complete generic sounds to the items missing individual ones
  • Fixed chaplain heal/shaman shield stopping firing in some cases when targeting a building
  • Fix some cases of the green shading being stuck on
  • Disable spammy attempt building messages
  • Fix other teams vote feedback sometimes showing to you
  • Fix chaplain shield not awarding score
  • Don’t show revive indicator for enemies (derp)
  • Fix beams getting stuck on sometimes


Want A Map Teaser?





Healers, Bots and Netcode

Oh My!
It's our biggest update yet, featuring:

  • AI commanders.
  • Player bots.
  • Healer rework.
  • Netcode improvements.
  • Balance changes.
  • Bug fixes.


Check it out here:
http://steamcommunity.com/games/366440/announcements/detail/869573029736208881


Patch 0.1.15

Grab a snack Savages, this is a big one.

AI Commanders v0.1


  • Casual games now have AI commanders that will begin the match if at least 2 human players are on the server and warmup has ended.
  • Humans can take command if elected to the position by their team
  • AI Commanders will take over if the human commander leaves their seat
  • We expect to be continually improving the AIs intelligence, but we felt it important to get this feature out and start getting feedback now
  • Our final goal with casual AI matches is to allow any and all skill level players to quickly find a suitable, fun match at any time of the day. We think adding AI Commanders and Bots is a huge part of priming the pump that is Savage, and increasing our concurrent players.


AI Player Bots v0.1


  • Any missing slots in official casual games will be filled with player bots, these will leave as real players join and take the spot
  • These bots are tuned to be quite easy, we have much more difficult bots available to release fairly soon
  • We expect to be continually improving the AIs intelligence, but we felt it important to get this feature out and start getting feedback now


Netcode



Melee lag compensation has been tightened from 250ms to 150ms (less getting melee’d by someone who looks like they can’t reach you)
We're now shifting some more of our focus to improve this part of the game and plan to have some tweaks over the next weeks.

Bandwidth



Doubled max usage from 20kB/s -> 40kB/s to reduce dropped voice data and dropped feedback events

Healers Rework


We really want to make significant improvements to the impact and fun factor of the Chaplain / Shaman. Our intention was to really push them and while this may seem like too much, we would rather make them extremely impactful and have to tweak back than to take too small of a step forward. Play them, enjoy them, and give us all the feedback to help perfect them.

  • Now cost 500g (down from 2500g) for the player
  • Available with a single building, require no additional research

Chaplain:

  • Heal is always available and about twice as powerful
  • Now has a channeled ability to set up a mobile defensive forcefield, requires only Stronghold level 2
  • Resurrect ability has slightly longer range, requires only Stronghold level 2


Shaman

  • Now has a 2 part melee combo
  • Heal is always available and about twice as powerful
  • Shield ability requires only Lair level 2
  • Revive ability has slightly longer range, requires only Lair level 2
  • Shaman heal and revive now use classic snap casting as their default aiming mode, you can change this in the controls settings (Aiming Mode: Prefer Quick Cast)


General Improvements


  • New dealing damage / taking damage feedback (your target’s model will glow red briefly)
  • Added subtle refire / cooldown feedback to the crosshair
  • Greatly improved tooltips for unit classes and ranged weapons
  • Added more loading tips
  • Updated Shaman jump and sprint animations
  • Added effect to make landmines more visible
  • Made sensors less visible
  • Reverse input field / send button on in-game chat
  • You can now double click workers to select all nearby workers
  • You can now double tap the idle worker button or hotkey to select all idle workers
  • Added announcements for enemy main base taking damage
  • Improved timing of ranged dealt damage sound for several weapons
  • Update normals on many buildings, improving their look
  • Updated Chaplain animations
  • Play kill taunt and killstreak lines in the world, so nearby players can hear them
  • Spawn sound radius increased
  • Spatialized voice lines from nearby units
  • Zooming while in third person will temporarily swap you to first person
  • Preventing damage with a shield will award score
  • Improved levelup descriptions to be more specific and accurate
  • Added sound quality levels and options to change them
  • Added more server messages: ‘game was forfeit’ and ‘base was destroyed’
  • Updated localization for French and Russian


Balance



  • Fireball: damage 230 -> 260
  • Chaos Bolt: range and speed 3750 -> 6260, damage 100 -> 90
  • Incinerator: damage 5 -> 5.5
  • Tempest: cooldown 1.4s -> 1.15s, damage 125 -> 120 (15% dps increase but requires 3 hits to kill a level 1 Nomad instead of 2)
  • Rupture: damage 80 -> 100


Bug Fixes



  • Improved player bot pathing (practice with bots)
  • Fixed a player bot crash (practice with bots)
  • Fix order ant trails when selecting groups of units with different orders as commander
  • Fixed announcements for your main base taking damage
  • Fixed building on fire sounds not clearing when building was repaired
  • Fix an end game crash
  • Fix loadout tech highlights appearing when there’s no items available
  • Fix voiceover and music at endgame playing the wrong line sometimes
  • Fix some map ambient sounds not respecting their volume slider
  • Fix VOIP not respecting its volume slider
  • Fixed several sound positioning bugs


What Are We Doing?



  • Improving our new AIs
  • Finishing up a new map
  • Fixing those bugs
  • Monitoring the effect of the latest balance changes, preparing new ones
  • Working on netcode (to improve melee feel) and performance (to continue improving framerate)


This patch changes a lot of things, so please expect a few bugs and derpy bots. We'll be patching fixes for any major issues found tomorrow or asap.

This Week's Plan

Greetings, Savages.

This week we're working on a few larger scale changes that we want to make all at once, so we'll be bundling all of the weeks goodies in together in a few days.

While the the final contents of this particular patch are still being determined, our current focuses are:

  • Balance Changes
  • Healer Improvements
  • AI Commander
  • AI Players
  • A New Map
  • Bug Fixes

Patch 0.1.14

Changes and Additions:
Added Forfeit/Concede vote: 70% of your team must opt to forfeit the match
Updated Shaman jump animations
K.O.N.G. effects improved
Add Depth of Field option

Bug Fixes:
Fixed a deadlock in character movement
Fix hunter's bow rig
Fix third person effects for pulse cannon and immobilizer
Fix effective range for crossbow and hunter's bow

This patch also includes 0.1.13 from Friday:

Changes and Additions:
Healers can now easily see when a dead ally is revivable
After death, an alert will appear to let you know when an allied healer is nearby (so you can wait for a revive)
Healers now have special minimap icons
Added SCT (text popup) events for receiving heals
Updated French localization
Updated Gold Crossbow texture
Updated Hunting Bow texture
Lost Hills: terrain textures updated, fixed collision, added blockers, adjusted props
Eden: boulder textures improved
Improved look of Shock Tower, Monastery, Research Center, Boom Buggy, Crossbow, Marksman’s Bow
Shrunk dust effects for bows
Improve waiting on commanders/warmup info in RTS interface

Bug Fixes:
Towers can no longer aggro each other in extended range reaction mode
Fix server options not properly resetting sometimes
Fix shaman nameplate position
Fix landmine activation and explosion radius, is now 2.5x larger
Fix LODs for Research Center, Monastery
Fix approval changes reshowing when spawning

0.1.13 Patch

Changes and Additions:
Healers can now easily see when a dead ally is revivable
After death, an alert will appear to let you know when an allied healer is nearby (so you can wait for a revive)
Healers now have special minimap icons
Added SCT (text popup) events for receiving heals
Updated French localization
Updated Gold Crossbow texture
Updated Hunting Bow texture
Lost Hills: terrain textures updated, fixed collision, added blockers, adjusted props
Eden: boulder textures improved
Improved look of Shock Tower, Monastery, Research Center, Boom Buggy, Crossbow, Marksman’s Bow
Shrunk dust effects for bows
Improve waiting on commanders/warmup info in RTS interface

Bug Fixes:
Towers can no longer aggro each other in extended range reaction mode
Fix server options not properly resetting sometimes
Fix shaman nameplate position
Fix landmine activation and explosion radius, is now 2.5x larger
Fix LODs for Research Center, Monastery
Fix approval changes reshowing when spawning