Hey everyone, Matt here, coming out of the grind cave for another update! Apologies for the lack of any news across EVERYTHING - it's been a pretty heavy grind to get the game where it is now, and I generally am not very good at finding a solid work/news update balance. So, apologies for keeping so quiet.
I was very unsure about Early Access, but I started to change my mind once some very kind people started asking me to make the game available in that capacity, so they could support the game and get a copy at the same time. It also helps get more eyeballs on the game that I wouldn't have otherwise, and all the extra help is greatly appreciated.
Speaking of which, thank you VERY much for all of the bug reports, feedback and critiques; this stuff is going to help me turn Savage into a MUCH better game.
All of the support across Kickstarter, early backers and the current round of Early Access has just about floored me. It is surreal and I am humbled by it, and very grateful. Thank you!!
That being said, let's talk about the game, what's currently in it, what didn't make it, and what's coming up in future content updates.
50 - 60% of dungeon and area content
New title screen!!
Brand new dialogue system
“Perk” system finally implented with UI and unlockable perks
Alchemy and cooking!
Recipes for alchemy/cooking, tons of new materials, ingredients and consumables
General polish and lots of bug fixes
The currently accessible landmass!
The title screen got a significant upgrade!
The new dialogue system is all drawn dynamically based on it's content, has a brand new "response" window that can hold up to 11 responses, and each response can potentially be a skill check against your four primary stats (with success and failure outcomes)!
Leveling up gear and/or items to level 3 "masters" that item -- NOW you have a nice fancy UI and menu system showing you what you've unlocked across several categories!
Alchemy and cooking are now a thing! Experiment by adding ingredients and materials to one, or all of the three available slots with a chance of creating a powerful potion, a rare crafting material, or simply cooking your raw meat to yield better healing results.
Lots of new materials, ingredients and consumables have been added!
Increased inventory limits - “infinite space” for mats/consumables
Upgrades for weapon/shield and armor inventory space
Map system (probably via crafting and/or vendor)
“Journal” entry moved to the main character menu
Buffs and debuffs to go along with new consumables
More Forge functionality - Repair, Improve, Salvage and Lore
Picking up weapons and armor method and “Discard” in inventory
Stat balancing (damage, HP, BP gain, drop rates)
Animations for new consumables, more perks
Recipe UI for discovered recipes and MORE recipes
More music - variety for individual areas
The remaining areas that will receive big juicy content updates - including ship travel!
Fixed giving Morth ore if you only had 1 ore to give
Losech’s dialogue now triggers automatically
Fixed pickup info appearing twice for “Gal’vek’s Remains”
Fixed Hem dialogue crashing game if he is sad
Fixed Grethelde not remembering if you spoke to her or not
Fixed Reylhast not remembering if you spoke to him or not
Fixed Blacksmith crashing game if you chose certain dialogue
Fixed NPC dialogue objects remaining after NPC went hostile or was killed
Added alchemy and cooking
New title screen with new images and sound effects!
Fixes to green arrows in UI comparison windows
9 sliced UI for dialogues to allow dynamic window sizes
Fixed Maginoch not spawning and crashing the game during optional boss scenario
Rewrote and fixed logic for dialogue system
Sped up the disclaimer at game start
Brand new dialogue window to display multiple choices
New dialogue choices for Skillchecks (Might, Resolve, Cunning and Favor)
Dialogue system now allows for up to 11 choices
Fixed a bug where the “shift” key would show up as “A” key when remapping controls
Updated mouse sprites for the UI (left click, middle mouse, right click, etc.)
New “typewriter” dialogue sound effect that can be pitch shifted
New “success” dialogue skill check sound effect
New “fail” dialogue skill check sound effect
Fixed falling hazards crashing game if colliding with player’s shield if player didn’t exist
Fixed several vendor bugs where values were not rounding correctly, causing other issues when interacting with shops, crafting and alchemy
Certain NPC dialogue sets updated with optional skillcheck entries
LOTS of new materials, potions and consumables for use in a variety of ways
New recipes for alchemy and cooking
Better gear info and comparison screen with stat icons showing scaling effects and requirements for your stats, also for vendor screens
Fixed a bug where vendor screens were drawing player inventory information in both buy and sell modes
Fixed a bug where if you were equipped with a shield in the intro and viewed the prison capture cinematic, the game would crash when loading the main character into cell
New shield revamped “HITS” system with visible shield hit bar on the HUD
Fixed 16:10 aspect ratio crashing the game when starting a new game in the name entry screen
Fixed parallax layers and background layers drawing correctly for 16:10
Fixed visuals for 16:10 title screen
Fixed being outside room boundaries where no room is assigned for the compass object crashing the game
Fixed mouse cursor positions for menus in 16:10
Fixed scaling and tile drawing issues in 16:10
Fixed drawing water FX in video options menu
Fixed eating/drinking consumables from the items menu soft-locking the player
Fixed picking up throwing dirks and hurlbats giving you “+0”
Fixed hurlbats dropping below 0 quantity
UPDATE DIRECT X if the game crashes due to water FX or weather FX!!
Removed ship docks (they were accidentally left active)
Added a few materials and other items to loot tables for currently available enemies
Death fully restores HP once respawning at a checkpoint
Favor subtracts much slower on death
Improved base drop rates when killing items, destroying objects like crates and opening mundane chests
Check out my ramblings here in the video version for more detail on certain aspects of this post:
Thanks for reading this far if you've made it! Lots of tuning and balance fixes need to be done, in addition to filling the rest of the game up with more content. Keep your eyes peeled!
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About toborprimeone of us since 4:13 PM on 01.26.2014
Hello and thanks for stopping by!
My name is Matt and I've been working on an independent video game project, Savage: The Shard of Gosen, for a few years. For the past decade and a half I've had my hands in everything from art and graphic design, film and music. It's been very gratifying being able to funnel everything I've learned into a single project -- and finding out how much I've still got to learn about all that, and game development.
I've been documenting my experiences with the game and presenting them in a blog style format (among other things). I'm here to share my updates (bruises, broken bones and all), and see if I can share any helpful bits and pieces I've learned along the way.
Feel free to ask any questions, chat, talk shop, brutally criticize - WHATEVER!