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Hello. This is your bot speaking.
September 20, 2013, 09:24:36 pm by Daemon

Since it's a pity for all the nice, friendly, psycho bots personalities Clemens made to go to waste, and because some veterans (which weren't supposed to like bots more than people!) asked for instructions, i'll make a boring post about the different aspects that can be changed manually:

So first of all you gotta go to Tutorial and click the Bot Duels button. It will start a local server with the xr_duel_tutor2 map, WHICH CAN'T BE HOSTED ON A SERVER! So Hoff, if you wanna have a bots server, wait until we finish xr_duel_tutorm map, which will work with multiple players.

Once you've connected, you can pull the console with tilde ("~"), or type the commands in your chat box preceded by "/". Like, if you want bots to stop pointing out how bad you are at duels, type "/sv_botTalk 0" in chat box or "sv_botTalk 0" in console. And don't forget to press Enter!

Cvar, Default Value, # Explanation

sv_botStaminaCostPercent 25    # Stamina cost percentage (integer) stamina -= staminaCost * percent / 100
sv_botHumanBlockDelay 10    # Delay between block spam (in bot-frames)
sv_botTalk 0    # Allow Bots to talk
sv_botTalkFreq 5    # Percentage chance that a Bot decides to talk
sv_botRandomTauntFreq 1000   # Interval between Bot's random taunting
sv_botDuelTier 3    # The Tier of Unit Bots shall use on a Duel Server (Requires Bot to respawn to change unit)
sv_botPersonaName 0    # True/False to determine if a Bot should use a real name or a Persona Level name
sv_botRandomPersona 1    # Randomize Bot Persona at join/add - 0 = off, 1 = on
sv_botHumanType -1    # Human Bot's Persona at join/add (ignored if sv_botRandomPersona is on)
sv_botBeastType -1     # Beast Bot's Persona at join/add (ignored if sv_botRandomPersona is on)
sv_botHardcoreMode 0    # Elec buff for bots

All other bot settings should be ignored and never touched.


To change bot styles (personalities or Personas), use the following command:

/botskill <botNumber> <personaNumber>

Currently, Human bots range from -1 to 17; Beasts from -1 to 23. And then there's a 99.
Persona numbers are not sorted nor indicative of skill level.
<botNumber> is the bot's/arena's number.
<personaNumber> is the Persona you want the bot to be.

Example:
/botskill 4 17

The bot inside arena 4 will henceforth change to Persona 17.

/botrem <botNumber>

Type this command into chat to respawn/reset a bot.
The cvars sv_botRandomPersona, sv_botHumanType, sv_botBeastType will decide what Persona the bot respawns with.
<botNumber> is the bot's/arena's number.


Personalities:

Both races:

Bot-1 (Random)
Changes style after each death

Bot99 (Daebot)
Adapts to your skill. Gets better if you're ahead in kills, or weaker if it is leading.


----------HUMAN----------
Bot0 (Good)
Good blocks; sometimes surprising freeswing; bad against far bounce; open after freeswing

Bot1 (Good)
Only blocks; good blocks; never open after freeswing (has none); bad against far bounce

Bot2 (Average)
Only blocks; good blocks; never open after freeswing (has none); bad against all bounces

Bot3 (Average)
Good blocks; bad against all bounces; its random nature makes it easier to kill, but impossible to predict

Bot4 (Weak) - Arena4
Good blocks; bad counters; bad against all bounces; its random nature makes it easier to kill, but impossible to predict; pointless random jumping makes it weaker

Bot5 (Weak) - Arena2
Never blocks; good freeswing timing; but predictable

Bot6 (Weak)
Never blocks; freeswing timing too random - less predictable but easier

Bot7 (Weak) - Arena1
Never blocks; slow freeswing

Bot8 (Good)
Like Bot0, but seems slightly better (random factor)

Bot9 (Good)
Good blocks; very aggressive freeswinging; bad against all bounces

Bot10 (Average)
Over-confident in his 'random' block angle

Bot11 (Good)
Good blocks; sometimes surprising freeswing; bad against far bounce; open after freeswing

Bot12 (Strong) - Arena5
Good blocks; sometimes good freeswings; good against bounces, but not perfect; stays close

Bot13 (Strong)
Good blocks; sometimes good freeswings; good against bounces, but not perfect

Bot14 (Average)
Bot0 but with a reactionary delay; sometimes good, but sometimes slow

Bot15 (Average)
Good blocks; sometimes surprising freeswing; bad against all bounces; open after freeswing

Bot16 (Random)
Random bot is random

Bot17 (Average) - Arena3
Bot1 but with a reactionary delay; sometimes good, but sometimes slow

Bot18 (Average)
blocks frontal (bad at backstab blocking); surprises with freeswing sometimes; charges low-stamina beasts

----------BEAST----------
Bot0 (Average)
Does frontals, sideways and backstabs - nice leaping overall; easy to freeswing; not too fast either

Bot1 (Good)
Does frontals, sideways and backstabs - nice attacking overall; easy to freeswing; very quick with chaotic leaping

Bot2 (Weak) - Arena1
No leaps; just attacks

Bot3 (Weak)
No leaps; just attacks

Bot4 (Weak)
No leaps; just attacks with random timing

Bot5 (Weak)
Leaps towards you; attacks literally in-your-face

Bot6 (Weak) - Arena2
Leaps towards you; only attacks with first hit; sometimes dodges your attack

Bot7 (Average) - Arena3
Does frontals, sideways and backstabs - nice leaping overall; easy to freeswing; not too fast either

Bot8 (Weak)
Leaps and sprints towards you; attacks literally in-your-face

Bot9 (Weak)
Scaredy-cat

Bot10 (Good) - Arena4
Slightly better movement than Bot1

Bot11 (Weak)
Has accuracy issues

Bot12 (Good)
Slower, but more realistic than Bot1 or Bot10

Bot13 (Good)
Very aggressive, more so than Bot1 or Bot10

Bot14 (Average)
Sometimes might surprise you; limited moves; easy to freeswing

Bot15 (Good)
Quick and accurate; sometimes easy to freeswing

Bot16 (Average)
Less accurate than Bot15

Bot17 (Average)
Slower than Bot16

Bot18 (Average)
Both you and the bot will be dizzy after this duel

Bot19 (Strong) - Arena5
Very aggressive; very quick

Bot20 (Average)
Considerably slower than Bot19; making blocking and freeswinging easier

Bot21 (Average)
Sometimes dodges, sometimes counters, sometimes aims

Bot22 (Strong)
Quick, aggressive, yet accurate - sometimes freeswingable at a risk

Bot23 (Random)
Random bot is random

Bot24 (Strong)
Does not leap nor move, except when dodging and countering freeswings - for melee practice only

Bot25 (Strong)
B24 but actual combat


18 Comments | Add Comment

Savage Live Info
September 09, 2013, 11:53:50 pm by Daemon























-------------------------------






Welcome to the 1st SL DevBlog post! Although a dedicated section harboring all sorts of information will soon be created, I will take this opportunity to go through the major features of SL and the changes it will contain in relation to Savage XR.

SL will run using the Unity3D engine, a professional, high-tech engine featuring all the advancements in game graphics technologies and an incredibly clever editing environment. Unity3D is a multiplatform available for PC, Mac and Linux, mobile devices and consoles, and it is constantly and continuously improved and enhanced by is developers, taking a huge work load off the shoulders of game designers, who don't have to write their own render engines from scratch.

Contributing to the AAA visual fidelity of Unity3D, some of its highlights are: fast and smooth rendering performance, precision control over lighting, dynamic shadows, special audio and visual effects, particle generators, material manipulation with procedural textures, integrated terrain and atmospheric editor, built-in pathfinding AI, ragdoll physics, retargetable animations, precomputed occlusion culling, smart LOD support, cross-platform scripting, WYSIWYG prototyping, social network integration, GLSL optimizations with mobile shaders support. Who knows, maybe we'll get to play Savage on a mobile, after all! In addition to the game client, Unity3D will allow SL to run with a web player, so that you will be able to play the game right inside your browser.

SL will carry over the gameplay from Savage XR. The major features remain unchanged: commanders, economy based on workers, 3 tier bases and tech, units and tech research, building construction, human shield tower, upgradable towers, block vs. leap, networked respawn points and all the rest. However, based on the comparative analysis we've made, a number of changes will occur.

One rather minor change is the introduction of a new unit per race. No, not the Glider and Mech :). The equivalent of a Builder or Engineer, or call it Smith, if you want. These Labourers would possess increased work efficiency (mining, building, repairing) and an ability to carry and deploy more static devices like Land Mines or Sensors (compared to the other units). This is unit is dedicated to Phoe and all the newbies all around the world!

By far the most important one is the way loadout works. First of all, we're going to use a weight-based items/weapons system. This will allow cross-class inventory items usage, without allowing uber-combos. The concept is pretty simple: the larger the unit, the more weight it can carry. The heavier the items and/or weapons, the greater their impact. Alternatively, units could carry larger numbers of a item type, instead of heavier items, or mix the 2 aspects as the situation requires. Basically any humanoid unit (human siege is momentarily excluded) will be able to equip pretty much anything, but strictly influenced by its particular attributes/stats (mana, attack speed, movement speed, weight, health and stamina, tech line affiliation). The units will be biased towards certain tech lines, with the purpose of isolating designated roles for each of them. In order to get the most bang for the buck, units would have to equip the items and weapons of their particular tech line. Hypothetical example: a Nomad would be carrying a quiver (an arrow holder), which allows him to carry the arrows of the Archery weapons, effectively halving the weight any such weapon would deduct from his AvailableWeight.

As far as magic is concerned, for instance, a Legionnaire will be able to equip the Revive spell, but because his MaxMana and ManaRegeneration amounts would be very low, if he's lucky, he may be able to use it once per spawn. Whereas a Chaplain equipping Revive would be able to use it once every 20 seconds. Conversely, instead of the 15 Healing Potions he could carry, he may decide to equip 2 Immobilizers instead. Perhaps a Nomad would end up not even having a Max Mana high enough to cast the Revive spell at all! Spells, unlike magic items, are not stackable and will take up an inventory slot regardless of how proficient a unit is at casting it.

As a consequence of the new weapons interoperability, melee weapons, for both beasts and humans, featuring distinct appearances (unlike Savage 1 beast melee weapons) and they would be usable by any units (unlike Savage 1 human melee weapons). Individual units' bonuses and restrictions aside, they would carry over the animations and damage to any unit using them. This means we're going to see Scavengers with huge Predator Claws-like blades or Legos with hatchets. Not the best combos, obviously, but they offer increased flexibility in order to respond in various predicaments, as the situations arise.

Although this is not decided yet, Experience and Levels are going to work a little differently from how they currently do in Savage XR. Along with every increase in levels, units receive improvements of their stats, according to a table designed to facilitate them the fulfillment of specific roles, like scouting, tanking etc., which the units are designed for. But on top of that, players will receive a bonus to the stats associated with their most often performed activity. This way, workers will become better workers, fighters better at fighting and magic users, well, you get my point. But without neglecting the rest of the stats.

A new concept of tech trees, branching and linearity will be devised, aimed at conserving every tier's tech usefulness all throughout the game, albeit in various amounts. The tiers 1 - 2 - 3 progression's impact will be diminished. Savage 1 is unfolding in a predictable and restrictive way: you get the free Nomads then you research tier 2 to get Savages which turn Nomads useless and then you rush for tier 3's Legos which turn Savages useless. Even though there still are some exploitable niche traits, the tier 1 and 2 units aren't going to be seen around the battlefield unless in dire need of gold, most often at the very final moments of a game being lost. This turns the most part of any game into a Pred vs Lego skirmish, while making it very hard for any newbies to be useful in any way, or get a chance to learn anything since everybody else is already good at that one single thing going on, the Pred vs. Lego game.

Weapons and units will be designed in such a way that the different tiers do not turn the previous tiers obsolete, allowing for non-linear tech research decisions which keep tech lines still useful outside tier constraints. This translates into a new way of differentiating units from each other based on tech line affinity, primary goal and the required skill vs. effectiveness ratio.
Here are units screenshots on some pre-made maps accompanying the environment sets we got. And then the Arena map which i've made in 1 day, with no previous knowledge of how to. But we'll get pro mappers, don't worry :).

64 Comments | Add Comment

How to make sure your client is up to date
October 22, 2012, 09:51:35 pm by Daemon

One month after the public XR 1.0 release and more than two months after the initial pre-release, the testing period for Savage XR 1.0 is over. We would like to thank our testers and players so much for their patience and support!

As time progresses, the moment to sever the ties with the past closes in. At this point, under 5% of all the Savage clients being used are not XR 1.0. Although there are unfortunate exceptions like honest players believing their computers are too old to run anything other than outdated versions, there are those whose choice is not so benign. Many if not most that still use them do so because of the client cheats and hacks only working on those. The countermeasures we could implement in the servers, we did, but there's nothing we can do to prevent those unfair advantages on age-old installs with no auto-updater and crafty cheaters.

Besides the new anti-cheat protection in XR, there are new features which are incompatible with old versions: the new auth server, the new clan commands like inviting, voting and playing mods 'on the fly', the new XR maps with all their props. In fact, the xr_ maps triggered a new kind of exploit: the XR 1.0 props and textures are invisible on older clients even though they CAN play them. The players using them can actually see through them like there was nothing there. It's time we cast them out.

Further development is also hindered by having to maintain retro-compatibility. You have to be a Savage dev to know how many times we felt suicide urges because of the amount of work needed to add the smallest of things without breaking backwards compatibility. As yesterday's patches showed, the updates to the Testing installs, both client and server, which many of you still use, can cause quite some issues.

So, in order to remove the cheaters once and for all and to clear the way for the development of XR 1.1, everyone should switch to public release Savage XR 1.0 Production version, which will only get major updates, and not untested and frequent dev patches. Please read the following instructions carefully:

_________________________________________________________

To find out exactly which version you have, run Savage, pull down console with the tilde key ("~"), type cl_SEPVersion and press Enter. The number you get shows your version:

1005: YOU ARE OK. You have the public release Savage XR 1.0 Production, you need not do anything, except make sure you always start the game with savage.exe and not silverback.exe.

1006: You were an XR 1.0 tester, and still use a Savage XR 1.0 Testing install, used by developers to test new changes through frequent updates that may happen to break it. You can either reinstall the game from the download page or edit 2 files to keep using your current install. To do the latter, find your Savage XR installation folder and edit the "a-u.cfg" file located inside. Just change the value of the "isTesting 1" keyword to "isTesting 0" and your install will become Production. Start Savage, let it update and play.

820-1004: If cl_SEPVersion resulted in anything lower than 1005 or 1006 (like 1003, 1000, 999, 820 etc.) means you have an outdated and unsupported version. You need to reinstall the game by downloading your appropriate client from the download page.

As soon the final preparations are in place, a patch will be uploaded for all servers, clients and OS's installs. That will most likely be tomorrow evening. Among other dev changes, it will break compatibility with outdated clients so please make sure you take care of it by then. Thank you.

28 Comments | Add Comment

Savage XR 1.0 Released - Full Details
September 17, 2012, 12:41:39 am by Django






More than 5 years in the making (and 6560 SVN revisions later), and having included the contribution of dozens of different persons, Newerth is proud to announce the release of Savage XR 1.0.

An incredible number of improvements, bug fixes, new content additions and a great amount of polishing was made over any previous versions (vanilla, SFE, EX2 etc). The complete list would be so long, it would need a couple of people to read, taking turns when the other one collapses in awe. The main new features and changes, only a fraction of the grand total, are as follows:


Clan & Stats Panels        
New 3D Assets
Improved Models
Customized Content        
Savage Evolution
GUI Additions
GameScript & Modding
78% More Savage
Revamped Editor


 


Clan & Stats Panels
   
  • In-game mailing system (Smails!), which integrates with the buddy list and search results.
  • A Clan Panel that has all the functions needed to create and manage clans their members.
  • Clans have private clan shoutboxes, banners, recruiting voting system.
  • A Search panel which replicates the Newerth's Stats & Rankings page search for clans or players functionality.
  • A new pop-up pane (context menu) which offers the most used commands whenever you click a player's name.
  • An extended list of console commands that cover the entire spectrum of clan needs.

New 3D Assets
   
  • Around 500 new props are available for mappers to design incredibly versatile maps:
  • 7 new themed buildings sets with more than 70 models: aztec city, arabic houses, wooden cottages, plaster huts, stone village, Japanese buildings and wild-west structures.
  • 60 new or re-designed trees which embellish both new and old maps.
  • 20 ruins models and weathered structures.
  • 70 modular props: planks, beams, walls, fences, doors, than can be used to create unique structures.
  • 40 decals which can be used against straight surfaces: blood stains, claw marks, poison ivy, spider webs, shadow decals, cracks, moss, dirt etc.
  • 100 various inter-connectable 'lego' blocks, in 2 lighting flavors, which can be connected and stacked to create amazingly varied dungeons or castles.
  • 3 connecting catwalks systems with ramps, bridges, passages, corners, in more than 30 objects.
  • 20 unique props like statues, boats, furniture, monolithic stones; 20 new doors, gates and windows.
  • Dozens of high-quality new terrain textures, with normal maps and grass.

Improved Models
   
  • Fully fixed the original low quality 3D skin rigging job; spikes, holes, twists are all but eliminated from unit models like stalker, predator, legionnaire.
  • Added LODs (levels of detail) for every playable unit and NPC.
  • The armors were fixed and split into individual parts that allow customization and proper model rigging.

Customized Content
       
  • We're giving away unique items as rewards for winners of official competitions, like the Duel League and NSL.
  • Customized content includes: clan flags, weapons, armor parts, unit skins. And VaultDweller. (:
  • Squads have been given new officer flags, squad member flags (humans) or armbands (beasts).

Savage Evolution
   
  • 2 new units with a fresh mix of attributes have been added, to bring novelty into the game and add to its tactical diversity.
  • Gameplay re-balancing suggestions from the community have been tweaked and integrated into Evolution, for a total of 24 new changes.
  • Age-old problems have been addressed, like siege whoring, healer tech line lagging behind in usefulness, unit mobility, spawn point behe camping etc.

Python Engine
  • Python scripts linked to game events (map loading, game starting, frames).
  • Ability to interact with cvars, console commands, and GameScript from Python.
  • Ability to register Python functions as new Console Commands!
  • Customization of server behaviour with Python triggers for recording stats, triggering special events, give refs special powers, linking several dedicated servers as a mini "world of savage"...
  • Bots AI code was rewritten in Python, now fully modifiable!
  • See /game/python/readme.txt for more info.

GUI Additions
   
  • Adding to the 3 new HUD skins introduced in RC3, the Graphical User Interface has received a number of intuitive additions.
  • A new loadout spawn location select minimap is now available, the rainbow shortcuts, the crosshair info bars and dozens of crosshair icons.
  • A redesigned Servers panel with a persistent shoutbox and a graphical MOTD window; 2 new main menu variations featuring the new Savage XR logo are in place as well.

GameScript & Modding
   
  • The modding capabilities of Silverback, Savage XR's engine, has been greatly increased by adding a lot of new GS functions, like !changeunit, !giveexp, !stun, !pull, just to name a few.
  • Various aspects of modding have been improved. Some examples: the possibility to make Custom Shops in the field, Magic Damage vs. Physical Damage distinction, Silenced state, skill recharge pie indicators & skill/item disabling while recharging etc.

78% more Savage
  • Widescreen users have now the option to either use the vertical (increased FOV, now default) or the horizontal (decreased FOV, old) view angle of the 4:3 screen Savage was originally designed for. Remember to adjust your mouse sensitivity, or play with the old descreased FOV (Options > System).
  • While being heavily disadvantaged by the previous lack of wide-screen support, by matching the 4:3 screen FOV, the total surface of those (now visible) exterior strips added a whopping 78% more game screen real estate to wide screen users.

Revamped Editor
   
  • Besides the added support for particle effects, triggers and world objects, it now features a new interface skin and an object browser that makes finding objects really easy.
  • New functions to ease the creation of maps have been introduced: object grouping, duplicating and snapping is now possible. The new object attributes window allows manual input for minute adjustments of size, location, rotation.
  • The total objects count was raised to 1024, and new ways to tweak the maps are available, like a small 2K redstone mine or invisible blockers preventing abuse and exploits.


New Server Features
   
  • We've added numerous cvars to improve and manage the servers and tweak the way they perform.
  • Among the new additions, XR servers support 4 new "/callvote" vote types: mod (loads mods like Evolution or Samurai Wars right then and there), msgcomm (triggers a private message only visible by the team, meant for comms ignoring chat), switchteam (change a player's team if they're afk or for rebalancing), teamkick (a team can kick and ban for 5mins abusive players).
  • For ease of checking XR servers particular rules by both referees and players, the "Rules" window has been added in the lobby.
  • A very flexible list of python commands for referees is now available and it can be customized and added to at anytime. There are fun commands like "changeunit" or "givestate", useful ones like "revive", needed after slaying players that got stuck in the terrain etc.


47 Comments | Add Comment

Final call
July 14, 2012, 06:04:04 pm by Daemon

A couple very important problems got worked out tonight, thanks to Mohican:

1. The LODs (levels of detail) weren't working anymore since the introduction of custom unit skins, possibly dropping client FPS. As a side effect, now it's possible to use custom skins on unit LODs as well (remember the DA red pred that turned back to normal texture as soon as it moved away?)

2. The centralized Newerth map update system is fixed. The mappers that want test their maps or the players that want to host edited maps, that don't match with the versions on the map database, should use "devworld map_name" or "world map_name 0"  to override the checks.

Basically, 3 major things are left to do in order to release:
1. Finalizing and uploading the trees pack (Daemon)
2. Fixing the linux ESC/black screen GUI bug (DJ)
3. Making the demos work properly again (Mohican)

Hopefully, all three should be fixed the following week. Other, minor fixes would be made after releasing XR 1.0. Wish us luck! :D

8 Comments | Add Comment

Savage XR Gameplay Demonstration
June 16, 2012, 01:38:14 am by H3027

Almost 3 months after we announced the demo competition, the winner demos are chosen and our new representative gameplay is finally implemented into the Tutorial section of Savage XR. Featuring a public match with Shagroth playing Humans on crossroads, Nanaa dueling Xaero with all units on a beautiful map designed by Faun made with the newest XR textures and props, as well as the exhibition round of the Savage World Cup 2012 with Shagroth as Beast in team Scandi versus United Kingdom on snowblind.

Beginners can now relax and enjoy the show.
(runtime: 45 minutes)










0 Comments | Add Comment

The Lego
May 01, 2012, 05:01:41 pm by Daemon

This may not warrant a special dev post but it was 3 days of work and 8 years too late: the 'fixed' lego. Pictures don't do him justice! Was scared each time a new player started the game and saw this crap S2 had the guts to release :D.







I've fixed all the holes and spikes and errors (like the pointy ass) and most limbs twisting problems, and re-rigged the entire armor to the lego model so they can go along without visible overlapping areas.



Just one thing left to do and I AM DONE with what i had to do for XR - and we can release!

10 Comments | Add Comment

The XR_Nature trees pack
April 17, 2012, 12:42:00 am by Daemon

The tree pack is finally assembled with stuff from Mchief and myself. We aren't the best of modelers and making tree textures is hard stuff, so be gentle. :P.

Before adding it to the AU, there's a couple of issues to be discussed.
1. The quality. Please download the PACK and test it a little. Try and bring some constructive feedback. I've included the textures in TGA format so if you could make a better job of those, be my guest.
2. The "Replace vs. Don't Replace" issue. The question is whether we keep the old ones, or replace them, where replacing is possible. For instance, those awfully saturated Birch trees can be replaced with the new ones without any side effects, since they're pretty similar in size and collision boxes. But the new Fulltree is totally different from the old one, except the size. Replacing it would have some weird effects like tree trunk parts hanging in mid air or collision boxes not matching.

The new Birch trees. They can replace the old ones, no sweat. (props to BabaJaga for the original texture!)


The new Hawaii trees. They could replace the old ones but those are actually pretty good themselves, and the shape is kinda different.


The new Fulltrees. These can't replace the old one, which was an abomination, and hopefully will stop being used.


A new tree with 3 variations, unimaginatively called Sparse tree :P.


Another new tree, called Dense tree :P.


New Palm trees that could replace the old ones (which were also good) so i guess better just add them. A new Pine tree, perhaps replacing that ugly low-res one with the hanging billboard branches, and a new trunk for the Oak tree. Unfortunately, we haven't managed to get new foliage too :/.


I've tried toning down Flatplant and Bush4 (from XR_Nature), but they're made in such a way that i didn't manage to get good results. So for now, i've added a small yucca plant with similar colors so they don't feel alone on exotic maps.


156 Comments | Add Comment
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Shout Out Loud
Posted by Daemon
The hell is up with that, Angelique? It's a patch, neither a fortune cookie, nor a gift box with unknown contents... It'll be uploaded when it's done, and it is going to have the stuff THAT WE'VE ASKED PEOPLE ABOUT.
Posted by -Blade-
Yea hard to stop laughing :DD
Posted by Angelique
BLADE - L O L!!!!!!!!!!!!
Posted by -Blade-
https://www.facebook.com/video.php?v=926443990718982&set=vb.100000601684985&type=2&theater best one
Posted by H3027
Anticipating pleasure is like enduring it twice. Enjoy!
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