Full notes
Full SAVAGE: The Shard of Gosen update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Performance
- Fixes
- Maps
- UI and audio
SAVAGE: The Shard of Gosen changes
Merry Christmas! It's been quite some time. I'm very sorry for that. A combination of the Venezuelan stuff (everybody lived happily ever after), some ongoing health issues, and work overloaded me for quite a while there.
I've been chipping away at things, but without a good solid update. I am hoping to get things into a more stable rotation with this game now.
A big one is having to remove support for the 32 bit version, as GameMaker no longer compiles to this. I am very sorry if this has affected anyone.
I've also just about wrapped up work on reformatting all the tilesets and rooms to the GMS2 version (which, if you remember, has been an ongoing thorn in the side this project).
I tried to get this out on Christmas Eve, but it looked like Steam was having some issues -- and I also broke something within the install pipeline early in the evening, so this is going out early Christmas AM.
Here's also a list of changes, updates, new stuff in the FORGE system, dialogue and story, room updates, level design, crash fixes, bug fixes, new gear, items, and enemy updates (and general better stuff):
HELL'S TEETH location and all of its (insane amounts of) rooms updated to use newer GameMaker tile system
Fixed very old problems that resulted in gravity not being applied to player if you are jumping up through one way platforms, especially noticeable if there were many platforms in close vertical proximity
Corpses always have a corpse platform now
Fixed many rooms drawing a background when they shouldn't (i.e. solid red colors)
Fixed tons of "bad" tile placements, or missing tiles, across many rooms/screens
Switched "save" locations around in certain rooms (tuning/level design)
Added (mysterious and/or better) treasure to certain locations
Fixed hitboxes on several corpse sprites (there are most likely more of these that need fixing)
Fixed the game crashing based on when you break out of your chains at the mining prison intro
Fixed some waterfalls and streams being invisible in Hells Teeth
Fixed corpse platforms not destroying when corpse is destroyed
Fixed corpses not updating corpse platform size when a sprite change happens (i.e., sprite being skinned to change to skeletal sprite)
Fixed some flame dropper hazards not dropping flames (THEY HAD ONE JOB)
Fixed very bad room transition in Hell's Teeth that sent you outside terrain bounds
Fixed an issue where if you are jumping from a one-way platform, your vertical speed would be less, also occurred while in "carrying an object" states
Fixed some visual issues in one of the cinematic sequences
Fixed some assets in room animating/flashing when they shouldn't
Updated some rooms where "pixel perfect" jumps were required (needlessly annoying/difficult)
Switched some elements in puzzle locations around
Tuned some hazards to be more deadly
Made "dust effects" when jumping more dynamic based on player's horizontal speed when jumping
Fixed Wallsucker enemy dropping Horror Lash weapon instead of what it's supposed to drop when it's spike is broken
Added Shield Bash damage type able to break things that Blunt damage type does (appendages, skeletal corpses, etc)
Fixed (pretty sure) skeletal corpses getting stuck in solid objects after normal corpse was skinned
Fixed (I think) even FURTHER, rare occurrences of pickups (dropped weapons, treasure, items, etc) dropped by slain enemies getting stuck in walls, ceilings, etc
Changed appearance of some enemies based on boss progression
Added missing ramp/slope objects to rooms I noticed they were missing in
Corrected some enemies' blood colors
I also added orange as a blood color (for both enemies and appropriate hazards they collide with) out of a deep deep lizard brain need, because otherwise, this is not a very good video game and it is fake.
Fixed Cloud storm layers in foreground should be moved to the background
Fixed Cloud (storm) layers should disappear when weather clears in platforming screens
Fixed Forge Repair not displaying material quantities properly
Not being able to reforge or repair at forge now plays bad noise
REPAIR functionality is now in the forge system
Dialogue and story updates for the Blacksmith in the Border Village
Forge Tongs now obtainable from Blacksmith and necessary to unlock REPAIR functionality via Forge
Updated Blacksmith vendor list, switched some things around; certain items only available once certain story progress attained
Updated some item flavor text
Fixed Twin Fang spitting you out in wrong world location
Updated Cliffdevil with proper parried and stun states
Updated Cliffdevil with death sprites, decapitation, and head sprites
Fixed camera starting position on new room being very far away from Kell
Fixed issue where, in some cases, entering a location from the worldmap to a 2D location, Kell's depth is very not what it should be (he would appear in front of virtually all other visuals in the area)
Fixed another Kell depth instance when entering randomized encounter locations from the worldmap, much like above
Fixed the anchor point for imprisoned player’s chains in dungeon after you are captured, where the anchor point would stop and start spinning in place above player’s head after they break free (this also made it so you could not kill the slaver in the room with you with this chunk of stone)
Fixed a very obnoxious and maybe funny issue where when you attacked with a shield (bashed, parried, etc), game would play another set of background music, layering over what is currently playing
Updated all Shields with attacking sound fx, and impact sound fx
Fixing issue where, when exiting a UI element (using the forge/anvil, save tankard, dialogues, etc) you could accidentally do things like throw knives, if they are mapped to your “cancel” button/key – this could lead to accidentally attacking NPCs
Updating Gussek’s Blacksmith dialogue based on what the player has obtained
Fixed game crashing when setting down a carried object (like a corpse) with your back right up against a solid
Fixed several problems with the Petunia boss room, where certain solids weren’t being destroyed on boss death, so you could not leave or re enter that room after obtaining a certain key item – as well as other objects in the room not being activated/deactivated when they should, causing other traversal problems
Fixed up some missing background tiles in Gramlef’s Cavern
Updates to some “puzzle rooms”/scenarios, as far as what’s required to complete them
Upcoming:
New boss encounters
Scenarios spawning in based on previous actions
New weapons and armor
Locking in the "Perks" you gain from max leveling gear and items
Completing the overall FORGE/blacksmith system
New towns and NPCs to fill out current areas
New enemies
Thank you, and I hope you and yours have a Merry Christmas!
Source
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