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Savage Resurrection

 
Daily Deal - Savage Resurrection, 40% OffSep 26, 2016 - AnnouncementToday's Deal: Save 40% on Savage Resurrection!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Monday at 10AM Pacific Time Patch 1.0.8Sep 22, 2016 - Community AnnouncementsGeneral: 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. Patch 1.0.7Sep 12, 2016 - Community AnnouncementsBalance: 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. Patch 1.0.6Aug 30, 2016 - Community AnnouncementsBalance: 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!Patch 1.0.5Aug 25, 2016 - Community AnnouncementsHowdy, 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.Patch 1.0.3Aug 24, 2016 - Community AnnouncementsHappy 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!Patch 1.0.2Aug 23, 2016 - Community AnnouncementsGreetings, 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!RTS-FPS Revival: Savage Resurrection ReleasedAug 22, 2016 - Rock, Paper, ShotgunOld people might remember Savage: The Battle for Newerth, a combination of FPS and RTS released in 2003 by S2 Games. The studio have focused on MOBAs in recent years, releasing Heroes of Newerth and Strife, but they’re back genremashing now. After a stretch on Steam Early Access, they’ve properly released Savage Resurrection . Based on the first Savage game, Resurrection offers 16v16 men vs. monsters multiplayer where one player on each side is a commander and the rest are their troops to direct around. Build bases, lead attacks, smash the enemy’s stuff up… it’s an RTS played by FPS players, yeah? … Launch Loot BonusAug 21, 2016 - Community AnnouncementsGreetings 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.Patch 1.0.1Aug 19, 2016 - Community AnnouncementsGreetings, 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: Now Released!Aug 18, 2016 - Community AnnouncementsToday 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 Games1.0.0Aug 18, 2016 - Community AnnouncementsToday 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. 0.1.45Aug 16, 2016 - Community AnnouncementsGeneral: Worker and NPC physics optimizations. Improved and optimized KONG explosions. Revised block + melee sound effects. Added tooltips to many options. Main menu play section UI updated. Roles + Orders UI elements updated. Commander chat messages (B) can spot. Very slightly increased respawn times. Added links to the new overview video. Fixes: Fixed some commander keybinding bugs. Fix mines/wards not immediately vanishing when exploding. Fix some quick message + spotting bugs. Fixes for standard mode commander getting stuck trying to build a building that cannot be placed. Fixed standard mode commander improperly classifying expansions as forwards when assigning role objectives. Emblem display fixes. Fixed grenade launcher impact sound. Fix mouse smoothing checkbox. What are we doing this week?: Network profiling and improvements. Performance profiling and improvements. Balance tweaks. As always, fixing bugs. 0.1.44Aug 15, 2016 - Community AnnouncementsGeneral: Trying out some physics optimizations. Tweaked simulated proxy interpolation values. Demo pack + grenade launcher explosion optimizations. Unified all tower/spire effect/attack radius to 3250 (buff for healing/wind/shock). Also only show the one range indicator. Show range indicator when a tower/spire is selected. Fixes: Fixed official servers not becoming official again after playing an unofficial game. Fixed sacrifice death info. Fixed mesh physics settings not being restored correctly after being revived. Fixed grenade launcher fuse impact effect. During advanced mode AI com takeover, clear any existing pings as the AI doesn't know to remove them. Improved endgame music check. The standard AI commander can no longer be impeached. Fixes for decals on buildings. What are we doing this week?: Network profiling and improvements. Performance profiling and improvements. Balance tweaks. As always, fixing bugs. 0.1.43Aug 12, 2016 - Community AnnouncementsGeneral: Commander: added "to everyone" alt ping. Commander: Doubled the radius of the "to everyone nearby" ctrl ping. AI Commander: Improved worker use choices. Improved low redstone expansion logic. Improved danger sense. Adjusted tower upgrade times. Optimized rocket launcher effects. Added shared melee damage sfx. Added sound fx when your ranged attack is blocked. Fixes: Fixed standard mode commander giving defend objectives with an invalid target. Bots will try jumping if they get stuck on a rock. Fixed some order display bugs. Fixed human ranged weapon hidden in inventory on 0 ammo. Fix for scout auto activating incorrectly if using hotkey. Enter spawn cooldown is cleared on death. Fix consumable items persisting in inventory when there are none left if you switch away from them before the refire delay. What are we doing next?: Network profiling and improvements. Performance profiling and improvements. Balance tweaks. As always, fixing bugs. 0.1.42: Ctrl-ZAug 11, 2016 - Community AnnouncementsPlayer Abilities: Have been removed and will be rethought. Balance: Replenish is now applied over a short duration instead of instantly. Sacrifice damage taken penalty reduced 40% -> 30%. General: Classic order mode is back, plays nicely with the role system. Increased build and repair score. Rupture has a new impact that is optimized. Improved some weapon effects. Morning: Added environment SFX. Decals won't render on top of trees anymore. Updated grass texture and materials, should render properly with ambient occlusion and generally look better. Minor player AI improvements. Dial up damage taken self sfx volume. Standard Mode Commander: Fixed sometimes not rebuilding workers. Will now research tier 2 units/weapon before trying to replace a lost early expansion. Now enabled on LostHills. Fixes: Handle spec condition at end match. Hide prompt to play if waiting post match. Fix "Minor UI/Hud bug: Spectator can click on "loadout"". Fixed out of combat duration not working once server has been up for an hour. Commander view preview only if commander is human (doesn't work otherwise). Fixed gadget playerstate info, fixing some death event info bugs. Prioritise role orders over spots. Add missing commander ability 4 keybind. Bots will now attack workers and npcs more effectively. Fix first strat vote on a server not working. What are we doing next?: Network profiling and improvements. Performance profiling and improvements. Balance tweaks. As always, fixing bugs. 0.1.41Aug 10, 2016 - Community AnnouncementsBalance: Buffed Chaplain Shield from 20% to 30% damage reduction. Bathe in Blood: Nerfed lifesteal 50% -> 25%, nerfed damage reduction 40% -> 20%, added 'ammo steal', restoring ammo or mana based on damage dealt. General: Spectators now get minimap info. New spawn invulnerability effect. Reduced spawn speed boost max duration 20s -> 15s. AI Commander improvements. Fixes: Fixed already owned stackable items being cleared from your inventory when entering loadout after their required building was destroyed. Reset loadout on warmup to countdown transition. Fix so inventory slots in fps aren't clickable, lag was letting you cast your recall if you spammed the spawn button. Fixed clash with drag rotate, drag selection, and issuing orders as commander. Tidied up joining a match during a transition between maps. Fix next mode announcement name. Hide incomplete role tab. Fixed spots breaking beams. Orders are reiterated occasionally if they don't change. Attack move orders use red beams. What are we doing next?: Network profiling and improvements. Performance profiling and improvements. Balance tweaks, the new changes will likely need adjustment. Finishing up some more strategies for the AI Commander. As always, fixing bugs. 0.1.40: AI, Abilities + MoreAug 9, 2016 - Community AnnouncementsUpdate: Hotfixed a few bugs with orders. Balance: Decreased gold bounties by 500. We’re keeping an eye on the in-game economy, and determined that gold was a bit too plentiful. You can no longer recharge stored health while using a siege unit. i.e. you must leave the spawn as a non-siege unit to recharge your loadout health pool. This is to counter defensive siege camping. Entering a spawn point more than twice in a short period of time will invoke a cooldown. This is to counter cheesing the spawn invulnerability and defensive siege camping. Spawn invulnerability will now be removed as soon as you start moving or take an offensive action. Siege weapons do not get spawn invulnerability. Increased tower/spire projectile speed by 20%. We think they were a little too easy to dodge. Increased spawn times slightly (~1s on average). We may need to adjust this further, as it is can be a little difficult to end games at the moment. While sacrifice is active, you take 40% increased damage. Sacrifice is still very effective but is now a little easier to counter. Spawn flag capture mechanic changed to be ‘king of the hill’ style. Standing in the capture area will push the flag capture bar towards your team. Bunker now has a spawn flag on each hill. Network: Tightened maximum lag compensation. Disabled simulated proxy interpolation (will instead forward simulate on client instead of interpolating to last known location). Added a warning on the FPS interface when your ping exceeds the melee compensated threshold (orange) or ranged compensated threshold (red). Roles and Abilities: Players are now able to choose between 3 roles to help bring their team to victory: Attackers, Defenders, and Special Ops. The Commander can specify how many players they would like in each role, but ultimately the decision rests with each player, and the player can change their role at any time. Team wide orders (alt-click) are now issued to a particular role and are permanent until cancelled. They also support more detailed commands (up to 3 per role) e.g. your Defenders might be assigned to mine redstone at your expansion, your Attackers to bring siege to their expansion, and your Special Ops to target their workers in their main base. Individual direct orders work as previously, with the addition of a new ant trail to make these more noticeable to the player. Each role comes with an Ability which is charged by carrying out actions that award Score. These are designed to help you carry out your chosen assignment and their charge persists through death. Special Ops Ability "Leaf on the wind": Become one with your surroundings, gaining movement speed, stealth, health regen and protection from splash damage for 10 seconds. Attacking will cancel this effect. Defender Ability "Repair Rampage": Damaged structures make you furious! For the next 6 seconds your melee strikes restore enormous amounts of health to buildings. Attacker Ability "Bathe in Blood": Fueled by the blood of your enemi...0.1.39: Respawn, Recall, RegenJul 28, 2016 - Community Announcementshttp://i.imgur.com/w39kxJi.gif Balance: Players have a new ability “Recall” which can be used to return you to your main base at any time. Recall must be channeled for 6s without taking damage, and without being able to move. Recall is not available to siege. Respawn times are now individual and overall shorter in duration. The duration increases as you die repeatedly within a short period of time (allowing games to end), but is never as long as the previous maximum. The out of combat speed boost now also has a maximum duration of 20s. Land mines and fire wards are now vulnerable to conventional weapon damage. There is no longer a low stamina regeneration penalty. Shield tower radius increased, but damage reduction decreased. K.O.N.G. and Behemoth purchase costs increased to 9500 instead of 7500. Ranged kill bounty value decreased to 35% instead of 45%, but the remaining gold now drops as pickups as before. Nomad + Scavenger kill bounties are now 2000 instead of 3000. All other units kill bounty adjusted to be purchase cost + 2000. Changes and Additions: Increased bot accuracy and decreased reaction time in bot vs bot combat to improve human vs beast bot team combat (human bots don't get stomped by beast bots anymore). Morning south area visually reworked. Practice with Bots now supports multiplayer and disables team balance. AI Commander Casual has been renamed to Standard. Casual has been renamed to Advanced, and the AI commander takeover time has been increased from 25s to 60s. Updated the Play interface in the main menu. Added out of combat visual effect to healers. Made minor replication optimisations. Fixes: Fixed crash on level transition caused by attached particle systems set to auto destroy. Team select now obeys custom team balance settings. Fixed some weapon idle sounds playing inappropriately. What are we even doing? Our next big patch will focus on giving players a bit more specialized purpose within the game and will vastly improve the AI Commander. Patch 0.1.37Jul 22, 2016 - Community AnnouncementsHappy Friday, Savages! We're currently working on some more larger scale gameplay improvements, focusing on the commander, the economy, game pacing, and stalemates. Our artists are also hard at work improving our existing weapon assets. We're occasionally handing out new waves of beta keys that will last through the end of Early Access, send your friends to http://savrez.com/beta/ General: Tweaked out of combat move speed bonus: now applied once when spawning (does not re-apply). Now breaks when within 5m (down from 10m) of enemy unit, or 30m of enemy building. Changed default speed multiplier to 1.4 (down from 1.5) Added out of combat speed visual effect. Added new beam effects to team pings. Updated rupture animations. Made some performance optimizations to character movement. Made some minor performance optimizations to the UI. Updated Shaman item animations. Updated Bunker foliage, and fixed more stuck spots. Fixes: Fixed several crashes. Fixed beast tower upgrades so they now require lair 2 instead of nexus. Spawn invulnerability buff clears early if attempting to deal damage. Fixed bunker lighting after leaving com. Corpses shouldn't affect out of combat state.