Pre-Volunheim Mega Patch
/Hail, Barbarian Horde! ⚔
This update is big, juicy AND nutrient rich - but does not include Volunheim. We will get there!
For now, I wanted to deliver a video to you covering the bigger, more interesting additions, fixes, and improvements to SAVAGE as I hack and slash my way toward a big, PROPER Volunheim content update. Below, for fun, are some of the info graphics and GIFs used in the presentation.
Player Traversal Fixes and Improvements
Fixed a TON of softlock and outright crash issues related to moving around, climbing, speed, entering and exiting certain rooms - LOTS of improvements to the worldmap - Kell and other overworld assets look better'
Entering and exiting locations feel a lot better and less janky - Fixes to the overworld camera - Overall better game feel - New "dust/air" sprites for jumping, landing, dodge rolling, and skidding
ALL COLLISION SPRITES have been redone (damage types, collisions, destructibles, etc.) - MORE THINGS to "pogo" (downward strike) off of -- including moveable objects, breakables, and enemy melee objects
More interactive elemets -- i.e., toss a corpse on a springing spike trap to create a rideable elevator that you can stack other things on top of to reach higher locations
ENEMY IMPROVEMENTS!!
Tons of fixes to hitboxes
Enemy melee placements were WAY OFF for many enemies (FIXED)
Tuning to timings, AI, and stats have been adjusted to most enemies
Some enemies and bosses (Lesser Horror, as an example) have gotten NEW movesets
Fixes to bounding box objects for larger, stranger shaped monsters
BOSS IMPROVEMENTS!!
Same as above - and also to boss “arenas”
LUCK AND FAVOR REVAMP
Luck behaves independently to Favor, aside from Luck increasing when Favor does
Other events, planned consummables, RITUALS (coming soon) will increase luck
LUCK influences frequency of item drops, rarity of drops, money gained on a gold drop, IF there is gold, gives you a bit of an edge in dialogue skill checks (intimidate, reason, lying, etc.)
FAVOR will now influence things like WHAT enemies will appear in a spawn table in certain areas (like procedurally generated map encounters), and therefore what items will be available to farm (nastier, damage dealing weapons, think more sinister and deadly for negative Favor -- armor, shields and curatives for positive favor)
Favor will also influence bonuses from effects given to gear that has been affixed with a corresponding Fetish, whether or not certain NPCs might appear, what scenarios will appear on the worldmap
Favor will also dictate whether "Shadow Kell" spawns on death, whether he hunts you (all that being said, you could intentionally LOWER your favor, die, spawn Shadow Kell -- RAISE Favor to get access to Shadow Kell exclusive positive Favor drops - Kill Shadow Kell. Profit)
STAT IMPROVEMENTS AND OVERHAULS
Attack and Defense ratings and how they work together has been refactored (dealing damage)
Kell now does very little damage without a weapon, and defense is low without armor
Scaling now matters a LOT more on gear
Began tuning stats across all gear
CUNNING OVERHAUL!!
Points into Cunning actually works now!
Parry system overhaul! "Parry opportunity" stat from Cunning
Critical Strike damage bonuses, along with flashy blood and collision sprites to show you got a critical strike
Critical damage can now be STACKED across certain parameters, like weakness to damage type, position, parry, backstab, headshot
Big, satisfying, juicy critical strike numbers
Evasion is now affected by Cunning -- More points into Cunning makes your dodges faster and have more iframes at the start of your dodge animation -- this ALSO makes shields more effective, and positioning more important if you DON'T put points into Cunning
Individual stat lines are starting to make more impact, making character growth and progression more interesting
NEW ITEMS
Wayward grit has been added to drop tables and actually works now (heals armor hp)
New weapon category: "Whips", along with new whip category weapons
New "knife" category weapons
Certain enemies can have parts of them cut off and used as a weapon (i.e. the Lesser Horror's tongue)
Some new key items and story related items
More weapons and items have been added to containers and drop tables
More items added and changes made to NPC stores -- i.e. the Blacksmith in Gussek now sells keys
TONS OF FIXES AND OTHER IMPROVEMENTS
Visit the Steam discussion page to view the pinned patch notes (it's very long)
VERY BIG AND LONG UPDATE
I am going to start doing smaller, more frequent updates. I like putting these out more regularly to you, and it means there isn't a huge amount of stuff to try to communicate to you.
ALSO - what do you guys wanna see? I'm sure everybody wants more content -- I WANT more content, too! for smaller systems -- Some things that still need to be added:
A map system -- "optional" For people who want to be brave (and also lost, most likely) -- optional map consumables
Recipe list for alchemy and cooking - GET ALL THE PERKS/SKILLS in there!
Remaining features for the FORGE (improvement, salvage, "lore")
Bestiary needs to be added (monster names, lore, weaknesses, drops, etc.)
Let me know and I will prioritize this sort of stuff for, if not the next update, a future update!
Thanks again for all of your support!!
-Matt