What's new in Savage 2: A Tortured Soul 2.0.0

Apr 29, 2009
  • Team Manager Panel (new):
  • The Team Manager panel allows commanders to more easily view the status of their team, and also provides some additional controls.
  • Visible information: Squad (by color), class, health, mana, name, officer status, inventory items, gold, souls, level, buffs, and debuffs.
  • Can select/move the camera to a player (same as the top-left squad displays).
  • Player swap (can move players around from squad to squad and even promote/demote officers by moving players around).
  • Can give teammates gold from the team gold pool (there will be limitations on this feature to prevent abuse, and they will be tweaked/modified as necessary to prevent abuse). Players are notified when the commander gives a player gold.
  • VOIP (new/complete overhaul):
  • Configurable Features:
  • Test mic level (with visual indicator).
  • Voice chat volume (the volume of chat from other players)
  • Microphone volume (your input/record volume for your mic)
  • Auto sound dampen (automatically turn down other game sounds when someone is talking can be turned off, or maxxed out for no sounds while people are talking)
  • Microphone boost (toggle)
  • Disable voice chat
  • Push to talk/voice activation toggle
  • Voice activation record sensitivity
  • Mic off time Used for voice activation: the amount of time that the voice level has to be below the activation level before it stops recording.
  • Select input device
  • Auto gain control All voice chat volume is automatically adjusted (to a limited extent) to keep everyone around the same volume level
  • Other notes:
  • The voice chat currently is audible for all players on your team.
  • Players can be selectively muted (players remain muted until you un-mute them or restart Savage 2).
  • User Interface:
  • Hovering over structure icons as a commander or builder/conjurer will show an additional tooltip with icons for the units, weapons, abilities, and items that the structure unlocks.
  • Added "Team" and "Enemy" over the stronghold/lair health indicators at the top of the screen (both commander and player).
  • Added a significant amount of new commander tooltips, explaining various interface elements and features.
  • Miscellaneous other interface adjustments (primarily to facilitate the inclusion of VOIP and the Team Manager).
  • Added monkit icon (Thanks, Eaxs!).
  • The full ISO-8859-1 character set (unicode characters up to U+00ff) is now available for use in the game interface.
  • Existing Map Polish:
  • Deadlock: Cleaned up texture seams, rough/jaggy terrain, fixed some map exploits. Visually clarified an area that should not be accessible.
  • Morning: Cleaned up some texture seams, missing textures, jaggy areas, and adjusted a couple of trees with visible roots. Fixed some foliage and replaced the water with the updated water model. Moved some trees so players are less likely to get stuck. Modified some blockers to prevent players from getting to areas that should not be accessible. Fixed some floating objects, and blocked off areas where players aren't supposed to be/tightened blockers to reduce wallriding.
  • Bunker: Cleaned up some texture seams. Painted blockers under the fences in front of the stronghold/lair to prevent ranged siege from firing from outside the base areas (cleans up steambuchet issue).
  • Hellpeak: Cleaned up a lot of texture seams.
  • Hiddenvillage: Cleaned up a ton of texture seams. Fixed some foliage issues. Lessened some of the harsher black coloring near rocks/arches.
  • Storm: Cleaned up texture seams, fixed some places where players can get stuck behind rocks. Modified blockers so that it's harder to get into places where players are not meant to be.
  • Moonlight: Fixed floating objects, texture seams.
  • Losthills: Cleaned up texture seams, fixed floating objects.
  • Eden: Replaced pit under the bridge with pool of water using one of the new water props. Added/tweaked foliage, tweaked terrain coloring, moderate amount of texturing updates, added some trees outside of the playable area to make the map look more lush, filled in some open space next to one of the scars.
  • Game Balance:
  • Lynx feet cooldown reduced to 30s from 35s
  • Lynx feet max items per stack increased to 2
  • Speed boost cooldown reduced to 30s from 35s
  • Speed boost max items per stack increased to 2
  • New Maps:
  • 3 new maps by Dark_Strider Mirakar, Autumn, and Willow
  • Map Editor:
  • Thanks to Ferratilis and the S2SCIP for significant contributions to the map editor.
  • Map editor should now work completely out of the box (no special work or extra installation required).
  • Additional props are now available for use in maps.
  • Linux-Specific
  • ALSA is now the default sound device for sound output instead of FMOD's default (OSS).
  • Miscellaneous:
  • Wing spin should no longer kill with a NAME.
  • Commander is now notified when players donate gold
  • Some misc updates to descriptions for various skills.
  • Fixed an issue which caused the end of game victory/defeat audio messages to repeat at the end of a match.
  • There is now additional time (17.5 more seconds) allowed to get set up/organized before a match starts (an additional 7.5 seconds to choose commanders, 5 seconds to choose offers, and 5 seconds after squads have been filled before the match starts ).
  • Various crash and bug fixes.
  • Players are no-longer rewarded XP for donating gold. This is to prevent players and commanders from continually juggling gold to farm XP.
  • Players now receive a text notification when they are promoted to/demoted from officer status.
  • Players receive their spawn portals on the fly when being promoted to officer status (including on the field). If they are on the field when promoted, the portal ability will have a full cooldown to prevent abuse.
  • Server owners can now set svr_minLevel and svr_maxLevel to allow only players with specific level ranges. svr_useLevelRange must be set to true in order to set custom level ranges.
  • Fixed issue which was causing damage over time abilities to occasionally stay on the target until death or dispel.
  • Miscellaneous Modding:
  • New water props with updated texture (Thanks, Brokengame!).
  • HasListItem interface command (checks for the existance of a listitem by its value). See the new team manager panel in game_commander.xml for an example of its use.

New in Savage 2: A Tortured Soul 1.7 (Nov 26, 2008)

  • Additions:
  • Four new maps: Storm, Kunlun pass, Losthills, and Moonlight.
  • Community & Clan Panel. This is a feature designed to help players keep track of friends and clan members, as well as offer more robust communication and clan management tools. CTRL + TAB (when logged in) brings it up. Its features include:
  • 1. A clan list to view which clan members are online or offline.
  • 2. A friends list to view which friends are online or offline.
  • 3. A notification system which will alert you when clan members or friends sign on or off. This will also alert you of things like scheduled clan matches.
  • 4. Limited clan management, including the ability to invite new players to the clan.
  • 5. Ability for clan-less players to set their status as looking for a clan or not. This status is viewable by clan leaders and officers and will aid in helping clan-less players to find clans.
  • 6. A messaging system to easily and quickly send messages to your friends, stored in a separate, movable window, similar to many Instant Messaging programs.
  • Added a window to main game interface that displays Player damage given, received, blocked, and HP healed.
  • Added per-life statistics that show up on the death screen. This tracks all of the statistics mentioned above, as well as kills and assists.
  • These per-life statistics only track stats earned during that life time. Once you die, they are reset.
  • Your high score (or "match best") for a given statistic during that match is also tracked
  • Functionality:
  • Dodges are now performed by moving in the desired direction then tapping the charge/dodge key (by default, this key is right click).
  • Dodge now uses the charge meter instead of stamina
  • Charge is now performed by moving forward and holding the charge/dodge key.
  • Charge cool down is now based on how long you charged. If you only charge for half of the available charge time, for example, the cool down will be half up when you finish.
  • Dodge movement speed is now three times normal movement speed. Dodge duration decreased.
  • Sniper bow zoom and siege alternate view mode are now set to use the block button.
  • Dodge now takes priority over charge. Holding forward + strafing right while pressing the charge/dodge key will result in a dodge to the right instead of a charge forward.
  • Interface menu changes:
  • Changed "Mouse" menu under controls in the options menu to "Gameplay"
  • In the Gameplay menu you may enable or disable the following items:
  • Hold down charge key to maintain charge
  • Double tap forward key to charge
  • Double tap movement keys to dodge
  • The server list is now one single list. Official servers are identified with an S2 logo
  • The interrupt key is now referred to as the charge/dodge key in the key binds options menu
  • Fixes:
  • Fixed a bug related to one clan not having enough members tournament play. The proper team should now be forced to forfeit.
  • Fixed several UI-related crashes.
  • Fixed several exploit and stuck-spot areas in Morning, Desolation and Ancient Cities
  • Skills and spells will not start their cool down until after their impact time has been reached.
  • This means that if you start using a skill and get stunned, your skill won't go into cool down unless it actually had a chance to activate
  • Note that the impact time is just a time setting for skills and spells. If you use a skill and miss it will still go into cool down
  • Fixed ammo depots breaking some consumable items. This includes the notorious bug where trinket of life would stop working.
  • Fixed some issues with the hunter's animations
  • Balance Changes:
  • General:
  • Soul of Maliken is no longer available. Note that the heart, brain, and lungs of Maliken are still available. This means players will be able to enjoy the effects of these items, but will not be able to use Maliken himself
  • Siege units can no longer be stunned
  • Gold mine income rates are now based on the Steam/Grove mine's health. A Steam or Grove mine at 10% health, for example, will extract gold at 10% the normal rate.
  • Enemy players, gadgets, and NPCs will no longer show up on the mini-map unless they are either within vision radius of an allied structure or they are revealed by an Electric Eye or Sentry Bat.
  • Players can now have a maximum of one Electric Eye or Sentry Bat spawned. Summoning more than 1 will remove your previous eye or bat
  • When attacking enemy structures, players will receive a 1.5 second de-buff that slows movement speed by 35%
  • Increased passive stamina regen from 12 to 14
  • Slightly reduced speed at which building armor degenerates when taking damage. Buildings should take slightly longer to kill from standard melee attacks.
  • Items:
  • All items (enduring and consumable) will now remain in inventory on death
  • Item based gadgets (health and mana shrines) are now placed in front of the player on use
  • Health shrine now heals 15 points per second over 12 seconds. Cost reduced to 175
  • Mana shrine now restores 15 mana per second over 10 seconds. Cost increased from 100 to 125
  • Major stamina potion cost increased to 80 gold, from 50
  • Minor stamina potion cost increased to 40 from 35
  • Combat System:
  • Removed interrupt
  • Characters are now exhausted when below 20% stamina (increased from 15%)
  • Decreased the duration of many skills and spells. The result is that players will be able to follow up these skills and spells with other actions (such as blocking or attacking) more quickly.
  • Dodges, Jump Attacks, and melee-based weapon skills can now be used after the chain time of a quick attack rather than having to wait for the full attack time of the attack. The end result is that you do not have to wait as long to use dodge, jump attack, or melee special abilities after performing a quick attack.
  • Block Meter:
  • All units now use a block meter, which is displayed when you block. This meter determines the strength and integrity of your block, and depletes as you take damage. If the block meter is emptied, your block is broken and you are stunned for a short duration
  • Block drains the block-meter very slowly
  • The block-meter regenerates very quickly when not blocking
  • Successfully blocking an opponent no longer stuns them. It will, however, drain your block meter noticably
  • Most units must hit the enemy with a full melee flurry plus one hit to fully empty an opponent's block meter. A scout, for example, must hit an opponent 5 times, while a savage only has to hit them 4 times.
  • Block Balance:
  • Blocking an opponent will reduce their attack speed to 85% for 1 second, and increase your attack speed by 15% for 1.5 seconds
  • Melee based special abilities are now blockable, except those of hellbourne or siege units
  • Special abilities that are blockable will deal 45 damage to the block meter. This is such that most units will require a special ability and two melee swings to completely break a full block meter.
  • Note that most units do 20 block meter damage with their attacks and non-hellbourne have a block meter count of 75. This means that one quick attack and one special ability will ALMOST break a block meter. If the blocking player times his block well, he can withstand a special and a quick attack. If he times it poorly, his block meter will break, due to the slight drain on holding down block
  • Successfully blocking an opponent's quick attack or jump attack will slow their movement speed to 60% of normal for 1 second
  • Blocking melee based special abilities will not result in this movement speed debuff
  • Hellbourne attacks do not receive the movement speed debuff
  • Movement speed when blocking set to 90% of normal (increased from 80%)
  • Blocking players will no longer be stunned when the enemy uses an unblockable attack (such as behemoth's tree, if it didn't one-hit-kill you)
  • The attacking player will not have an effect played on them when hitting a blocking opponent. An effect will instead be played on the blocker.
  • The recover time on block has been significantly lowered, such that block now ends 50 milliseconds after releasing the block key.
  • Charge:
  • The charge meter now takes 16 seconds to fully regenerate, down from 25 seconds
  • Charge now costs 10 stamina to activate, however if you do not have 10 stamina that will not stop you from charging
  • The charge meter will continue to display while the charge meter regenerates. It will be semi-transparent, similar to the block meter
  • In order to improve unit differentiation, many units had their attack speeds adjusted. Generally speaking, the delay at the end of the third attack was increased.
  • Dodge:
  • Dodge now uses the charge-meter and does not use stamina. Most units use 25% of their charge meter with a dodge. Scouts and shapeshifters use 20%. The charge meter does not have to be full to perform a dodge, but you do have to have the required amount (25%, for most units)
  • Jump Attack changes:
  • Jump attack is now blockable. It will drain a significant portion of an enemy's block meter.
  • Currently, jump attacks deal two times as much damage to the block meter as a quick attack.
  • You can now only perform one Jump Attack per jump
  • Jump Attack immobile times removed
  • Jump Attack attack times generally reduced, to allow faster recovery and combat after completing a Jump attack
  • Most units had their Jump Attack stamina costs reworked. Generally speaking, faster attacking units that do less damage with their jump attacks have a lower stamina cost than those that do more damage.
  • Jump attacks that successfully hit opponents will return 50% of their stamina cost. Note that this stamina refund does not include the stamina cost of the original jump.
  • Quick Attack changes:
  • Removed the immobilize time at the end of all units' Quick Attack melee flurry.
  • Quick attack no longer refunds its stamina cost upon successfully hitting a player
  • Hellbourne:
  • Hellbourne now follow the rules of melee combat, in that all their attacks are now blockable, but their attacks have a much greater effect on the block meter than most units and they have more block meter than most units
  • The Revenant gets 100 block meter (all normal units have 75), Devourer gets 120 and Malphas 150
  • The Revenant's attack deals 30 block meter damage (can fully drain a non-Hellbourne block meter in three hits)
  • The Devourer's attack deals 45 block meter damage (can fully drain a non-Hellbourne block meter in two hits)
  • Malphas' attack deals 65 block meter damage (can almost fully drain a non-Hellbourne block meter in one hit)