SAVAGE 2.6.1 Patch Notes – First GMS2 Build
BUG FIXES
· Dozens of fixes to things that were broken because of the move to GMS2, like:
o Crashes
o Visual issues
o Strange and incorrect timings across things like alarms and frame counts
o Incorrect math causing strange behavior
o Events now triggering in a different order
o Overworld map visual issues
o etc.
o Some of the above have a happy coincidence of improving or fixing things that I didn’t realize were already janky/broken in some way
· Changed certain item names and quest descriptions to be less confusing/more informative
· Fixed Hurlbats spawning when they should not be from containers and other breakables (AGAIN)
· Fixed player melee interacting with enemy shields strangely, especially when colliding with both an enemy shield and an enemy
· Fixed Kuchvek’s Crossing platforms not being destroyed when they should
· Fixed wrong armor sprite drawing on player when using certain types of consumables
· Fixed having X amount of Ore, then using a forge and your Ore dropping (or increasing) to 4
· Fixed snowfall drawing incorrectly on worldmap
· Fixed a very old floating coordinate problem for moveable/grabbable blocks and solids
· Fixed moveable solids not moving correctly when stacked
· Fixed several bad enemy corpse hitboxes across several enemy types that were incorrect
· Fixed and cleaned up a few sprite errors
· Fixed exiting water when swimming making it very difficult (sometimes impossible) to grab a nearby ledge
· Continued to fix certain items not respawning after they have been collected (treasure chests, Tribute Pieces, etc.)
NEW STUFF
· Added several new weapons
· New drop and treasure locations
· Updated loot tables for certain enemies
· Certain unique items will only drop from unique enemies
· New save rooms and save spots in certain locations
· New gear that can be “REFORGED”
· Started work on a “Gosen Wiki” which I will post soon, organizing locations, characters, enemies, gear, items, etc.
IMPROVEMENTS
· Savage now supports 64 bit OS
· Added a “Beta Branch” via Steam
· The game now compiles in the much more optimized and powerful “YoYo Compiler”
· Savage now uses a more stable Installer (with nice crispy Savage graphics)
· Light tuning to a few rooms as far as enemy locations and item locations
CATCHUP WORK FOR GMS2
· Rooms need to be rebuilt thanks to the change from old tile system to new tyle/sprite/asset system
· Remove old “depth” system and update to the new “layer” system
· Remove/change old instance creation code and update it to the new functions to play nice with the new GMS2 layer system
· Remove certain textures from old tilesets and make them their own sprites so they can be placed freely in rooms (GMS2 now only allows grid placement with tiles)
· 3D Worldmap transparency issues (objects and water not drawing if semi-transparent cloud is in front of them)