Savage 2 is a hybrid RTS-action game. Two teams--Beasts and Humans--square off in large-scale maps. On each team, one player is the "commander" and plays the game like an RTS, while every other player on the team plays it as an action game. Savage 2 adds upon the existing Savage formula by expanding the melee combat system, updating the RPG and stat-tracking elements, and adding an entirely new race--the Hellborne. The strong emphasis on teamwork, innovative merging of genres, and asymmetrical teams make Savage 2 a very unique gameplay experience.

Report this article Patch 1.1.0 Is Now Live - Inform The Masses!

We're pleased to announce the release of 1.1.0 patch with sexy visual enhancements, balance tweaks, and a metric assload of minor fixes.

Posted by poison2003 on Jan 25th, 2008 digg this super bookmark


VERSION 1.1.0
-------------
-Fixed an issue with replays
-Fixed a server crash
-A small area around the commander's cursor is now rendered transparently
-When using snapcasted spells, entities that snapcast ignores (such as small bushes) will be transparent when moused over
-Any time the camera is obstructed by the player, the player is rendered 50% transparent
-Fixed a crash related to gadget placement
-Made it so players cannot "ping" the map when viewing the spawn screen
-Receiving a soul should now play a sound effect in addition to the visual effect
-Eden now has monkits
-Removed fog of war from warmup
-In warmup you can spawn from any allied OR enemy spawn points. You can
also spawn from any foundation structure (gold mines, scars) during the
warmup phase
-NPCs will not aggro during warmup unless attacked
-All units, weapons, and skills are available (and free) during warmup
-Team damage is enabled during warmup
-Fixed bug where using charge would cause other states and effects to be removed from the player
-Fixed "view stats" button from right clicking a player, it should now display stats properly
-Fixed client side lag issues that would sometimes appear when joining games in progress
-Fixed issue with the karma player selection menu that was causing the last player in the list to not be visible
-Fixed other various crashes
-Players who change units on the field (such as using a hell shrine) no longer leave revivable corpses
-Fixed commander worker move speed
-Improve Imp/Bearloth following ability
-Fixed a few issues with the build button being blocked
-Squad officer hover info now properly disappears
-Significant experience increase for dealing damage to buildings
-Sentry Hawk now uses the same minimap icon as the Electric Eye
-Workers cost more gold and react slower in combat situations
-Gold donation experience reward from 20% of gold donated to 10%
-Tower costs increased slightly
-Fixed issues with "ghost" NPCs
-Fixed an issue where ranged weapons would be unusable after blocking in melee
-ALT info should now show for all visible players on your screen, not just some
-Towers will now attack polymorphed players if the player has damaged it recently
-Firing a gun now puts the player's other guns into cooldown for the appropriate length
-Destroyed siege units no longer show the repair tooltip
-Vehicles no longer tilt if they are dead
-Local servers are no longer affected by server filters
-Fixed an issue where getting disconnected due to level range would leave you connected to the server for several minutes
-Fixed "Authentication failure" issue
-Malphas health degeneration increased slightly (Still lower than original)
-Malphas movement speed increased slightly
-Cast experience removed for a number of gadgets, now fully based off how useful they are once placed
-Commander and player experience are now tracked seperately, fixing an exploit to get "free" player experience
-Demo accounts now only have a 3 second spawn time increase, instead of 10
-Fixed a potential issue that could give a user negative experience or gold
-Beginner servers are now level 1 - 4, general are 5 - inf.
-Lowered the max. clients temporarily
-Fixed several editor-related crashes
-Scoreboards are now sorted by experience
-When using a toggled skill that disables your skills, the toggled skill now remains "available"
-Fixed an issue where disconnecting from a server could leave a user stuck at the "connecting" interface
-Added a "Connection Timeout" message to the connecting interface
-Shaman's Health and Mana Chant no longer have any effect on Hellbourne
-Commander's workers now repair slightly slower
-Towers now take longer to construct
-Imp's health changed to 425, armor reduced from 5 to 3
-Fix "Not in level range" error when you are actually in a server's level range
-Added a new effect for when a player recieves a soul
-Setup the patch test server

Comments
poison2003
poison2003 Jan 26 2008, 12:07am says:

fixed a lot of the issues of initial release

+1 vote     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.

Icon
Savage 2: A Tortured Soul
Platform
PC
Developer & Publisher
S2 Games
Engine
K2
Contact
Send Message
Official Page
Savage2.s2games.com
Release Date
Released Jan 16, 2008
Game Watch
Track this game
Bookmark
Digg Super bookmark
News
Browse
News
Views
545 (3 today)
Report Abuse
Report this article
Bookmark
Digg Super bookmark
Related Games
Savage 2: A Tortured Soul
Savage 2: A Tortured Soul Indie
Single & Multiplayer First Person Shooter
Related Engines
Unknown
Unknown
Commercial Released Sep 2, 2007
Related Groups
N/A
N/A
Development & Publishing group with 4 members