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XR 1.4RC Your Leaders have arrived! (1-06-18)
June 01, 2018, 08:57:55 pm by Hakugei

Patchnotes 1.4RC
Your Leaders have arrived!
...but the boring technical side of it.

(Improvements since XR1.3.)
  • Now in a flavour of 8 taunt slots per unit, assuming Daemon can make that many
  • Now with extra customization to enhance immersion by allowing the hiding of extrenous models like weapons and flags

(The stuff nobody cares about, but makes the game do things.)
  • Added +siege type
  • Added !reviveradius <object> <radius> <percent> <resurrecttime> [targetFlag1] [targetFlag2] ...
  • Added !teleportradius <object> <radius> <home|hometarget|here|link|coords> (<x> <y>) [targetFlag1] [targetFlag2] ...
  • Added !healradius <object> <radius> <amount> [targetFlag1] [targetFlag2] ...
  • Added @kill (disabled to rework it)
    • For when an object kills something and you want to know about it
  • Fixed maxDeployment in !spawnobject

(The definables that tell the game to do stuff.)
  • Added +siege damage and armor type
    • works exactly like physical and energy does already
  • Added definable base armor, energyArmor, and siegeArmor to units
  • Added allowFirstPerson to Melee/Weapon/Item as well (formerly only unit)
  • Added officerOnly
  • Added "pierce_noeffect" to projectile hit behavior
    • "pierce" + no death effect (nor death explosion).
  • Added Units to deployment count
  • Overhaul of the .object's model selection code
    • Allowing the pointlessly crazy idea of having melee weapons for ranged attacks
    • This affects: useDefaultMeleeModel, rightMeleeModel, leftMeleeModel, attachBone, attachBone2, DoubleWeapon
  • Fixed rechargetime getting stuck when spamming chargetime weapons
  • Fixed Third Person missing Weapon animGroups 5 and 6

(The other stuff that happened, but barely matters.)
  • Testing some experiemental loadout changes
  • General minor code readability clean up

For details on the actual Leaders, head over to Dev News.

Please report any issues or unwanted changes immediately so they can be addressed instead of endured.
Any and all new features and changes are up for debate and subject to change within the next weeks, with your continued feedback.

2 Comments | Add Comment

XR Burrow/Outpost, Altars/Caches tweaks, Chaplain buffs! (26-2-2018)
February 26, 2018, 08:21:00 am by Daemon

Read Tjens' nice explanations here!,18720.0.html

% Burrow/Outpost build time increased (15s->20s), upgrade time increased (25s->30s)
% Burrow and Outpost stage 1 HP reduced (15.000->10.000 hp)
% Upgreaded Burrow and Outpost cost increased (500->600rs)
% Conflux and Transport gold cost reduced (25.000->10.000)
% Conflux  HP rounded up (3800->4000), Transport HP raised  (3800->6000)
% Balloon explosion damage on death increased (500->900)
% Light Transport renamed to Balloon and Heavy Transport to Transport
% Chaplain potion speed/energy armor bonus: raised by 5%/level (5/10/15%->10/15/20%)

+ Altars/Caches now hold 25 energy each (Entropy 75), which does NOT increase buff pool refill speed
+ Altars/Caches' energy cost is transferred back into team buff pool when killed or demolished
+ Magnetic Outpost's weak shield now protects itself as well as buildings around it (self-shielding)
+ Enchanted Burrow inflicts mild thorn damage to melee attackers (~15%dmg/hit)

+ Magnetic Outpost's hitpoints was raised by 20% (15000->18000)

# A bug that caused Altars/Caches buttons to substract energy cost even unable to build more (limit reached)
# Incorrect prices being displayed at the Altars/Caches button tooltip
# Burrows/Outposts did not notify Comms when under attack; added generic "We're being attacked!" sound

% Sacrifice switched places with Firewards (again); seems like it's a quite widely requested change
+ Chaps using cure now heal themselves for ~18% of the HP they restore (2hp self heal for each 11hp healed)
+ Chaos Bolt splits up on impact and shoots towards up to 4 nearby targets (1/5 speed, 1/2 damage)

0 Comments | Add Comment

XR 1.3.9 New Server Features and Commander Improvements (12-12-2017)
December 12, 2017, 10:47:52 pm by Hakugei

Patchnotes 1.3.9
A mixture of features requested on and by drk (Public Community Server admin).

  • Added custom python votes so that server admins can create their own custom votes to help govern their own servers (e.g. instead of using refs)
    • See for template examples of using callcustomvote(clientIndex, voteType, voteInfo) and passcustomvote(yes, no) and the related hooked in custom vote cvars
    • /callvote custom <addotherstuffhere>
    • sv_allowCustomVotes (default 1, on)
  • Added server cvar sv_publicVoting - which, when enabled, publicly broadcasts everyone's vote
  • Added python server events playerspawned(clientIndex) & playerkilled(clientIndex, killerIndex)
  • Added transmit cvar sv_commSpawnSiege (default 1, on) - which, when enabled, allows commanders to spawn as siege units (and vice-versa, disabling prevents)
  • Added server cvar sv_siegeReenterInterval (default 0, in ms) - which, when enabled, adds a time delay before a siege unit can re-enter into a base structure to change loadout
  • Added player-specific tithe/tax options for commanders
    • Appropriate HUD will hopefully be patched in at a soon later date
    • Server cvar sv_enableTithes MUST be on, but be aware that commanders can change the team tithe amount as well then with the previously existing updatetithe command
    • Players can check their own current personal tithe amount with client-side cvar player_tithe
    • Meanwhile, eager players can use commands to test it
      • updateplayertithe <clientnum> <amount>
      • Limited inbetween 0% and 50% (the same range as team tithe)
      • Turn off with amount -1, which means team tithe is used as normal instead
  • Changed the way servers reset commander settings when a commander resigns - now only resets settings (like item and buff requests, or disabled specific player requests) once a new commander takes over instead of whenever the commander temporarily resigns to fight before jumping back in

  • Fixed "Unknown Vote" debug error message
  • Fixed a false game script error in !ifnot
  • Fixed a minor inaccuracy in gold drop timers
  • Simplified markEnemies algo to save some performance
  • Improved some set commander code
  • Cleaned some minor general code stuff

As stated above, certain features have pending GUI HUD additions waiting, so either wait until a future patch adds missing GUI, or try out the availalbe commands instead. Please have patience, XR is developed for free in our limited free time surrounded by real life priorities.
Please report any bugs or issues that arise from this patch ASAP so I can fix them before they become a problem.
Or leave us some feedback to shape the direction these new features will go.

3 Comments | Add Comment

XR Server Crashes & Performance Hotfix Patch (15-10-2017)
October 15, 2017, 12:40:31 am by Hakugei

Small patch to improve server stability and general performance.

  • Fixed a server crash caused by malicious players dropping too many gold goodies during warmup
  • Fixed a rare server crash caused by team0 ammo goodies
  • Improved performance by limiting the amount of gold drop spam, thus decreasing the strain on clients and server by malicious players, sv_golddropInterval (default 1000ms)
  • Fixed a minor debug message
  • Disabled vote precheck system entirely, most players don't know how it works and those that do know hate it - an unpopular feature that doesn't work well
  • Added (<override>) to !weaponfire, which may become relevant in the future for a balance test change
  • Removed on-connect Newerth MOTD, as it has served its purpose for now

Since this is an entirely server-side patch, clients do not need to update to play.
Please report any bugs or issues that arise from this patch ASAP so I can fix them before they become a problem.

2 Comments | Add Comment

XR 1.3.8 Patch (12-8-2017)
August 11, 2017, 10:19:57 pm by Hakugei

Patchnotes 1.3.8
Minor patch in preparation for the next test week, involving Ballista & Summoner.

  • Vehicle adjustments (objSet isVehicle, like Ballista)
    • can now no longer be turned when movement speed itself is 0.0.
    • now has animGroups
  • GS entry @hit now triggers for player units as well
  • Added (ignoremax) param to GS command !giveammo
    • !giveammo <object> <multiplier> <amount|group|start|full> (ignoremax)
  • Siege units can now pick up ammo goodies for weapons in slot0 and slot1
  • Added objSet buildEffect for the upcoming build/repair sound fix

See below post by Daemon for detailed information.

3 Comments | Add Comment

XR Kick/Ban Hotfix Patch (26-7-2017)
July 26, 2017, 11:22:49 am by Hakugei

Patchnotes Kick/Ban Hotfix

  • Fixed a BAN SYSTEM bug that was hidden deep down in the core by previous coders, which came to surface due to the recent kick changes.
    • The old kick system needs a revamp
    • The buggy messy ban system needs a recode
    • ...when I have more time for bigger tasks again

Remember, the sooner bugs are reported to me, the sooner I can fix them. The less feedback we receive, the longer you'll have to endure playing with bugs. This is something that could have been fixed within a couple of minutes, but since no one reported it here we are days later. So please report to ensure Savage continues to be an enjoyable hobby.

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Gameplay changes test weeks
July 22, 2017, 09:11:51 pm by Daemon


As you might have noticed, we're running an event called like the thread title. What's that? Well, i know it's unusual for a dev team to bother with asking for feedback from players. S2Games didn't :P. But still, in trying to fix the games' most delicate issues (namely behe/siege camping, sacrifice etc.), we, the 10-12-ish people in Newerth Council decided that dry runs aren't really good for these particular subjects. So we are actually testing these suggested changes, isolating them either individually or in inter-dependant packs, or both.

There's plenty ways of offering feedback other than waiting for a dev to come ingame and spamming public chat. The Re-balancing Suggestions section is around since 2010, and it's been the source of dozens of changes made (none of which broke the game or touched the game core). It currently hosts debates for the 3rd generation of changes.

We're trying to keep people informed of whatever is going on - in more ways than one.
-We're posting patch notes for every update, no matter how minor.
-The main page news posts are made whenever something important is up.
-The ingame Latest News panel contains tl;dr versions of patch notes.
-Effective tonight there's a new, code-based MOTD that shows when connecting to a server.

Also in today's patch there's a new Feedback button inside the ingame Latest News panel, which opens a browser window pointing right at this very forum section. Anything easier would mean sending a couple Jaraziah's Witnesses at your doorsteps with a customer satisfaction form to fill and a demopack, just in case.

After the test weeks are done, we're going to roll all the changes back, and a poll will be made that includes all of them. Since in game development and wherever else alike, a hateful vocal minority may overshadow the satisfied, silent majority, please make sure you come by and cast your vote. If the votes are inconclusive or the reasons given are shit, although we'd rather not in these cases, we'll be voting for the changes within the Council, just as we did for the past years.

And why do we really want these changes to occur instead of letting the game alone? Because for years, all we could hear was:
-Behe camping ruins this game.
-Siege camping ruins this game.
-Summ whoring ruins this game.
-1-hit-1-kill siege killing ruins this game.
-Demo hugging ruins this game.
-Early sac rushes ruins this game.
-Behe flag capture ruins this game.

Well, let's unruin it together!

0 Comments | Add Comment

XR 1.3.7 Patch (22-7-2017)
July 22, 2017, 11:13:33 am by Hakugei

Patchnotes 1.3.7

  • Exploit Fix: Players switching teams now have their votes reverted and their count cleared
    • People were abusing this to lower passing requirements
    • Let me know if it's working in large scale, as my small scale tests did
  • Changed "world" command's default mapcheck from true to false just in case, to make the command more user-friendly for mappers
  • Fixed an outdated mapchecking check, hopefully this prevents more unfinished maps accidentally disappearing
  • Updated the Ignore System
    • Added an automatic list refreshing to all 'ignoreclear' commands
    • Added command "ignoreclearall"
    • New autos
  • Removed obsolete sv_NonSEPSpamFrequency and its related non-Sep spam system
  • Added an in-game Newerth MOTD, giving players a quick in-game overview of the most relevant information
  • Removed the no-comms requirement from the commless mode (and resigns comms upon passing), but also...
  • Disabled comm-less mode (vote and ref), for now to encourage pvp maps instead
  • Added /commless command for quick Commless/PvP instructions
  • Added GS cvars gs_team#_kills and gs_team#_deaths, replace # with the team number
  • Improved server command "kick", now with duration & reason
    • kick <index> (<duration in ms>) (<reason with whitespaces>)
    • <duration> was added; if none specified, uses svr_defaultBanTime.
    • <reason> now accepts whitespaces; if none specified, uses "No reason given" like before.
    • Server admins can customize kicks to their liking, and can also incorporate this into python scripting if so desired
  • Reduced Savage's loading time upon startup when a working (internet) connection to Newerth isn't available

REMINDER: It is VERY important that players leave feedback to patches and balance changes, as this feedback is the deciding factor if changes are reverted and how stuff is improved!
So please leave feedback and please tell others to leave feedback to help keep the game we all love alive and fun.

1 Comments | Add Comment

XR 1.3.6 Patch (19-6-2017)
June 19, 2017, 10:14:02 pm by Hakugei

Patchnotes 1.3.6

  • New & Improved Fieldcomm panel; a lot more dynamic and user-friendly than the previous one in 1.3.5
  • Improved said Fieldcomm's user-friendliness even more by adding a lot of feedback and checks
  • Possibly fixed an AI bot order/pathing server crash
  • Improved the ignore checking algo
  • Added cvar cl_automaticignores (on by default) for anyone that enjoys playing Savage without having to listen to lowlife undesirables
  • Unified how mining sound effects work for auto attack and normal attack
  • Renamed sv_allowBuildRequests to sv_allowBuildingRequests

As always, feedback and reports are appreciated and help keep XR fresh and functional.

8 Comments | Add Comment

XR 1.3.5 Patch (9-6-2017)
June 09, 2017, 04:30:52 am by Hakugei

Patchnotes 1.3.5

    • Massive changes and improvements; including:
      • Fixes & Consistency
      • More Commands & Feedback
      • New ignorelist panel so you don't have to type commands anymore
      • Name and UID ignore options, on top of the existing GUID ignore
    • Press the Vote/Ignore button in the lobby or type /ignorehelp into chat to get started
    • This is an attempt at making the Commander position easier and more appealing to play by granting them the ability to build and research from the field when resigned and giving everyone else the option to "request" certain buildings and research to help alleviate the issues caused by slow/forgetful comms
    • A new Fieldcomm Build & Research panel can be enabled via hotkey (check Player hotkey Options), use these buttons to easily and quickly make use of this new feature
    • This Fieldcomm request feature can be turned off by Server Admin and Commander
    • Acting Officer:
      • BUILD: First officer mark the floor where you want it, then turn in the direction you want the building to be rotated as well, and then click the building button you want to build
      • RESEARCH: First officer mark the related tech building, then click the tech button you want to research
    • Players:
      • BUILD: By clicking the building you would like to request from your comm, a MANUAL request will be sent that the comm can accept or reject; if accepted, your comm's camera will center on your position and automatically select the requested building, making it easy to see where and decide themselves
      • RESEARCH: By clicking the tech you would like to request from your comm, a MANUAL request will be sent that the comm can accept or reject; if accepted, that tech will be researched in the first related building available; this also works for building upgrades like "Stronghold Tier2" and "Flame Spire"
    • sv_allowBuildRequests, sv_allowResearchRequests, cl_cmdr_aAR_buildings, cl_cmdr_aAR_research
  • COMM-LESS MODE (First Draft)
    • Sometimes it is difficult to find someone willing to command while all anyone wants to do is just play the game instead of wait around, yet coding an AI Comm is an enormous task, so this is intended as a first draft compromise until AI Comms are reality
    • /callvote commless & /ref commless
    • This mode can only be activated in WARMUP if there are NO comms. When this mode is enabled (e.g. vote passed or ref command), comm is disabled, all tech (units, weapons, items) is enabled, and the match immediately starts
    • sv_allowCommlessVotes, sv_ref_allowcommless
    • If this mode is somewhat enjoyable, I will improve upon the concept in the next draft until we have a true proper comm-less mode - so please leave us feedback. e.g. combining it with the Fieldcomm system or disabling certain techtypes like siege

  • FIXED resurrecting players and healers being able to enter buildings during
  • IMPROVED callvote switchteam
    • Changed <player> <team> to <team> <player> as requested
    • Whitespaces work slightly better
    • No longer accepts index 0 unless it was actually "0"
    • Added some feedback
    • Now overrides lockspec restrictions
    • Now works on spawned players
  • IMPROVED Even & Shuffle Votes
    • Lowered requirement from players*3 to players*2
    • Even & shuffle votes will no longer be canceled right after being called (unless players leave a team right after)
    • Fixed a SHUFFLE bug that moved the wrong players
    • Commanders are now exempt
  • CHANGED Ref "shuffle" was separated into "eventeams" and "shuffle" much like the vote
    • sv_ref_allowshuffle, sv_ref_alloweventeams
  • FIXED a Gate Exploit that allowed tricking the system to make 1-sided gates (exit could be used even if it didn't exist)
  • FIXED player_healernearby activating for corpses that are not revivable (e.g. siege)
  • REMOVED an unnecessary spammy officer log message (DEBUG-only now)

Special thanks to Gridfon, Daemon, Trigardon, eLeMenT, drk, Necro - for testing, reporting, and helping with the new features.

As always, we appreciate feedback and reports, especially towards the new changes and features, that allow us to improve and fix things.

10 Comments | Add Comment

XR 1.3.4 Patch (9-5-2017)
May 08, 2017, 11:55:05 pm by Hakugei

Patchnotes 1.3.4

  • Recoded Even & Shuffle Teams vote
    • Works with all team numbers (2, 3, & 4) and each using the exact same algo
      • Separated into two votes, callable separately
        • /callvote even
          • Evens the team numbers (not skill) by moving random players from the bigger teams to the smaller teams
          • Comms are included in the count, but will not be moved
          • Requires at least team_count * 3 players (6, 9, 12)
        • /callvote shuffle
          • First does "even", then randomly shuffles players between the teams by swapping randomly chosen players with one another
          • Comms are exempt and team numbers remain the same (evened)
          • No other guidelines, meaning that who and how many are swapped is entirely random
          • Requires at least team_count * 3 players (6, 9, 12)
      • Now exist as three server commands as well (for admin use and server scripts)
        • "eventeams" - same as the even vote, evens team numbers
        • "shuffleteams" - pure player shuffle without evening teams
        • "evenshuffleteams" - same as the shuffle vote, evens teams first before shuffling

    • movetospec vote now treated as a punishment/malus vote, meaning that the target no longer needs to "accept" for it to pass
    • sv_allowSwitchVotes 1 by default now, enabling /callvote switchteam <player> <team> (Pulse Server Admin didn't even know the vote existed)
    • !spawnobject now restricts amount via objSet maxDeployment
    • Added <comm> and <comms> as message targets to !notify
    • Renamed sv_allowLockSpec & sv_allowNoComm to sv_allowLockSpecVotes & sv_allowNoCommVotes
    • Manually added Bots (aka Virtual Clients) can be evened/shuffled as well

    Formerly, the Even&Shuffle votes were a mess; they were combined and depended on match status for which parts were used and each team count used a different algo. I had even received reports that 4 team evens/shuffles crash the server and had them disabled in 1.3. The code itself was massive and digusting, with no chance of fixing or improving it. It even had pointless checks like sepversion and clan tags. And only existed as votes, with no option for the server admins to use to govern their own servers themselves. The new code is easier to read, easier to understand, and easier to change henceforth if need be.

    As always, we appreciate feedback and reports, and everything is up for potential improvements, adjustments, and alternative changes.

    8 Comments | Add Comment

    XR 1.3.3 Patch (27-4-2017)
    April 27, 2017, 03:43:48 am by Hakugei

    Patchnotes 1.3.3

    • Fixed whitespaces in names breaking the auto-demorecord feature (reported by Trigardon)
    • Improved movetospec vote to work on spawned players as well (reported by Brad_Troika)
    • _auto_attack now cancels when switching away from melee, improving its convenience (reported by phoenix-3000)
      • No accidental item usage via panic-switching when mining or running around
      • Do players like it better this way?

    12 Comments | Add Comment

    XR 1.3.2 Patch (20-4-2017)
    April 20, 2017, 02:02:28 am by Hakugei

    Patchnotes 1.3.2

    • Revamped Auto_Work (aka _auto_attack) feature again
      • Auto_attack and auto_work are now combined, always swinging
      • Mining/Building deals full damage, and can also be used on Grimms Walls
      • However, when aiming at a mine, neutral building, or allied building, the delay between hits is shorter than for combat (thus effectively making it faster for working purposes)
      • The detection leniency (for a valid work target) has been greatly improved to be more comfortable
      • The Options Menu has been adjusted accordingly and a new structure of key binds for attack and work has been made available - check them out!

    • Fixed cl_showIndexInUserlist - now actually shows the correct clientIndex (formerly showed a different, less useful, index)
    • Added /callvote movetospec <player>
      • A vote used to send someone to spectator, e.g. afks
      • Can only be voted on by the target's own team
      • The target can refuse the vote, e.g. if he is not actually afk
      • Governed, like all votes, by sv_allowMoveToSpecVotes
      • Use the "lockspec" vote if someone needs to be banished instead
    • /xrinfo command is now filled with a bounty of useful server settings
    • Fixed Chaplain new bonus potion states stacking in some cases
    • Improved usability and fixed some Continuous Attack problems
    • R and PGUP keys no long get reset each time the GUI is loaded

    As always, we appreciate feedback and reports.
    This is the second draft of the new Auto Work feature and it is also up for potential improvements, adjustments, and alternative changes.

    12 Comments | Add Comment

    XR 1.3.1 Patch (17-4-2017)
    April 17, 2017, 03:34:37 am by Hakugei

    Patchnotes 1.3.1

    • Revamped Auto_Work (aka _auto_attack) feature
      • _auto_attack can no longer be used for combat and instead has received an overhaul to focus on speeding up mining and building without the need to spam-click
      • Auto_work will only trigger successfully if you're standing in front of a mine (to mine) or an allied building (to build/repair)
      • Auto_work deals no damage and cannot be used for combat
      • If you attempt to mix auto_work with regular attack to increase your combat speed, which people have been doing, you will run into issues like inconsistent animations and missed hits, thus negating any advantage you thought you would have as a result of it
        • If you are experiencing this issue, I suggest using clean binds via the options menu
      • The options menu has been adjusted accordingly
      • Auto_work, compared to pre-patch, is now faster than before as well (via shorter delays), making the tedious powermining considerably easier
      • Use Auto Work for mining and building; use regular attack for combat

    • Dead players can no longer pick up goodies
    • Added GS Command !random <object/null> <min> <max>
      • Randomed value stored in cvar gs_count
    • Added "Status in Userlist" in options menu (game category)
      • This colours players in the userlist according to their game- & server-related status
      • Referee = Red, Commander = Green, Acting Officer = Cyan, Officer = Blue, Normal = White
      • cvar cl_showSpecialStatusInUserlist
    • Added "Userlist XP Column" dropdown to options menu (game category)
      • GUID, UID, and Index do exactly what you think they do, inspired by Version (existing cl_showSEPVersionInUserlist)
      • cvars cl_showGUIDInUserlist, cl_showUIDInUserlist, cl_showIndexInUserlist
      • For anyone that cares, but mainly for devs, server admins, referees, testers, and debuggers
    • Removed obsolete old settings in the options menu

    As always, we appreciate feedback and reports.
    This is the first draft of the new Auto Work feature and it is up for potential improvements, adjustments, and alternative changes.

    12 Comments | Add Comment

    XR 1.3 Followup Patches (3-4-2017 to 7-4-2017)
    April 05, 2017, 02:20:57 am by Hakugei

    Patchnotes 1.3 Followup
    1.3 bugfixes, 1.3 adjustments, new wishes, and additional pre-1.3 bugfixes.

    Bug Fixes:
    • Under specific circumstances, callvote could crash the server
    • player_healernearby not going away once alive or showing for enemy healers
    • /kill circumventing resource dropping
    • Perma-mist
      • Let me know if it fully works now, as there might be another hidden bug
    • Server Python
    • Auto-buffing was always off
      • It wasn't intended, though most people enjoyed playing without self buffs
    • Items fell (spawned, actually) through map props
    • Balloon (human_transport) not dropping new goodies
    • Altars being free
    • Chaplain potions multiplying regen
    • Caches not having a T3 skin
    • Jumping corpses (especially Behemoth) upon death
    • Outpost/Burrow not allowing some siege units to spawn
    • Exploit allowing players to circumvent shop spawning restrictions
    • Melee items, while melee is equipped in a shop, being falsely flagged as "Your inventory is full"
    • Players sometimes receiving extra gold when team gold is full
    • markEnemies and cloaking will correctly reset upon death and revival
      • I actually liked cloaked corpses, though
    • Fixed splash damage denial from potion states
    • Reduced potion states levels of energyArmor to 1.05, 1.1, 1.15
    • Server error message involving human_heal & beast_heal (did not impact gameplay)

    • Re-enabled shuffle for 2 team matches
    • Numerous Profanity Filter Upgrades
    • Unbuyable items (playercost -1) now replenish themselves for free (like weapon ammo does)
    • When team gold is full, comm tithe tax does not take effect and the player receives the full share
    • Conflux and Shaman Shield sound volumes and falloff
    • Behe and Summoner sprint animations
    • Commander Worker Order Queue hotkey moved from ALT to SHIFT, and Commander Mass Order hotkey moved from SHIFT to CTRL instead
    • /dropgold has received an upgrade
      • During WARMUP: Minimum 10, even while dead
      • During MATCH: Minimum 100, not while dead
      • Chat echo for success
    • /donate has received a chat echo for success
    • Conflux, Heavy Transport (Bus), Guardian (Tree), Transport (Balloon) have had their maxPopulation reduced from 3 to 1 for now
    • Conflux and Heavy Transport (Bus) have had their costs increased from 100 & 15k to 250 stone & 25k gold for now
    • Added lockspec & nocomm votes to lobby vote panel
    • Outpost (Magpost) and Enchanted Burrow (Heal Burrow) upgrade cost reduced to 500/1000
    • Conflux and Bus are now buildable from Garrisons/Subs and Magposts/Heal Burrows
    • Altars and Caches cost reduced to 50 energy
    • Separated Resource Dropping into sv_goodieDropPlayerResources (default off) and sv_goodieDropNonPlayerResources (default on)
      • Firstly, this means that workers and carts dropping their carried resources can now happen without the need for players to do the same
      • In fact, players no longer drop their carried resources, while workers still do
    • If sv_goodieDropPlayerResources is on, reloc-ing drops the resources
      • Since sv_goodieDropPlayerResources is turned off now, this only takes effect on special gamemodes and maps, not standard
    • More /xrinfo
      • I would like to add more, what would players/admins like to see there?
    • _auto_attack adjustment
    • Removed some performance wastage involving lagcompensation code
    • Crashday's Cel Shading (BETA)

    55 Comments | Add Comment

    XR 1.3 Patch (2-4-2017)
    April 01, 2017, 10:48:56 pm by Hakugei

    Patchnotes 1.3

    The Big Exciting Shiny Stuff:
    • Overhaul of the GOODIEBAG System (Massive Recode)
      • 4 additional slots for extraDrops per race (total of 5 each now) and some additional customization cvars
        • raceSet extraDrop0...4 to be used in chronological order
        • sv_goodieExtraAmount, sv_goodieExtraChance
      • Health gain, Mana gain, and Stamina gain from goodies are now all customizable (both raw and percentage)
        • objSet giveHealth, giveMana, giveStamina
      • Goodies can now grant states (aka buffs and debuffs)
        • objSet giveState, giveStateDuration
      • Added Resource Goodiebags
        • Players, NPCs, and Buildings carrying/storing resources now drop them upon death instead of transfering to the team automatically
          • sv_goodieDropResources (default 1, turn off with 0)
        • Destroyed buildings drop a percentage of their cost
          • sv_goodieResourcePercent  (default 0.25, turn off with 0, above 1.0 for more than the cost)
      • Added the ability for players to drop gold goodiebags for their allies
        • Hotkey and command
      • GS !spawngoodie adjusted accordingly
      • Added skinFlavors to goodies, allowing graphical variety-based shenanigans
    • Overhaul of the SHOP System
      • Simplified the objSets
        • objSet isShopId
      • The ability to limit and assign items to certain shops and loadout
        • objSet shopIdOnly
          • 0, loadout-only; >0, specific shop-only; -1, all shops-only; -2, loadout and shops
    • Overhaul of the SPAWN and ENTER System
      • The potential for Mobile Spawnpoints
        • Units and Items
      • The potential for Mobile Enterpoints
        • Units and Items
      • The potential for personal Spawnpoints
        • objSet spawnFrom 2
    • Fixed the MAP EDITOR's refset team bug
      • Upon loading a map, it would always turn all "refset team"s into "refset team 1" and effectively force you to place them all again - no more!
      • Since this is purely a Map Editor fix, all existing maps are completely unaffected and are in no danger of breaking nor having to be remade
    • Overhaul of the CART and DROPOFF System
      • Added the potential for resources to be stored instead of transfered to the team
        • e.g. Outposts will keep the resources stored, as they're not connected to the global garrison system (much like how spawning works)
      • Said buildings will transfer their resources when demolished (NOT destroyed)
        • Giving you a cheaper alternative to powermine a distant mine for quick stone
      • Upgraded resource storing buildings will either keep the resources stored, or transfer them to the team if they lose the ability to store
      • See Goodiebag Overhaul for ResourceBags
    • Overhaul of the TOWER System
      • The potential for items to have weapons and attack, just like towers
        • objSet weapon, refreshTime, scanRange, viewHeight (just like for towers)
        • PS: Sensors with Scattergun are terrifying
      • The potential for towers to target allied units
        • e.g. towers/items that shoot healing bolts
    • New TAUNT System
      • Are you full of yourself? Do you want to make your opponent mad or cry? Do you want to add insult to injury? Taunt them before or after you kill them!
        • Hotkey and command to start the taunting animation
    • Improvements to the COMMANDER System
      • Queue worker orders (Location & Object)
        • Up to 5 can be queued
        • Uses SHIFT (mass-order was moved to CTRL instead)
      • Commander double-click selecting
        • NPCs of the same type are grouped
        • Players are distinguished between siege and normal
      • Players can now give gold to the commander via a "Donate" button, hotkey, and command
        • For when you desperately need some gold for a building, but have no time for a player to find some neutrals to kill
      • Fixed the selection panel cutting off object and player names after the first word
        • e.g. "Shield Tower" would display "Shield"; "Cool Pwner Dude" would display as "Cool"
      • Fixed a gold request exploit circumventing server and commander request settings
        • Can you believe low-lifes were using it to troll their poor commander? Shocking!
      • Disabled playerrequests when not in loadout or shop, for easier and better commander overview and management
      • Draw votes now have an alternative passing condition: 50% yes + all comms agree
        • Without all commanders agreeing, the pass rate is still 60%
        • This is to give commanders special voting power when it comes to long worn-out matches
      • Disabled elect working on a spawned commander, circumventing the need to reloc or go back to base

    Bug Fixes:
    • Attack flurry times were set to infinite by a coding error from pre-2.00e
      • atkSet flurryTime
    • Any states higher than ID 7 would only show up for yourself, but not for other players
    • ask lastTargetName
    • Concede (or any team-related) vote would pass on to another team in 3&4team maatches, when the voting team was eliminated during
      • Team eliminiation now stops any active team-related votes
    • /re wasn't appearing in logs, much like /msg didn't use to
    • Inventory wasn't switching correctly after relocing under certain circumstances
    • Newly connected players' bonus exp was being lowered by inactive spectators
    • Ongoing votes would sometimes disappear when switching between menus
    • Icon-/clanless players would receive a random icon at certain places (e.g. scoreboard and stats info)
    • \game\filters.cfg wasn't being loaded correctly
      • Customizable profanity filter
    • Demorecord menu was crashing from having too many demorecords
    • Shuffle votes no longer crash 3&4 team maps (because it's disabled until recode)
    • The infamous lego-standing-on-demo bug (always existed, even 2.00e)
      • Since the consequencs aren't obvious, I've added an emergency cvar to use the old code: sv_instaSolidItem (1 = new code, 0 = old code)
    • Custom Models were overwriting unit skinFlavors
    • Failed revives forcing healer into the revive animation without actually reviving; reviving should be more reliable in general now
    • Dynamic props would revert back to their original position after teleporting
    • The elusive 4-hit demo bug, which was caused by officer regen
    • Officer area state wasn't being applied to allies anymore (broke 6.5~ years ago)
    • energyArmor was missing from Shield Towers in Overtime/Decaymode
    • Depending on view angle and terrain, you could increase the distance from mine creation to mines on the floor enough to circumvent sv_landminedistance - increased from 36 to 50 by default now
    • execdelay was being ignored due to an unclean exception
    • !if test case error upon success

    • Carried Stone and Gold to HUD
      • cvar player_carriedStone, player_carriedGold
    • The potential for WeaponDamage to the ExpTable system (much like melee damage, but for weapons)
      • expSet weapondamage
    • In-Game Serverlist Public Shouts box is now optional (aka, you can turn off auto-connect)
    • Certain Weapon-based properties to states (the base system was already in place, but never fully implemented) and renamed them to "weapon"+property to keep with the general naming consensus
      • stateSet weapondamageAdd, weapondamageMult, weaponcountAdd, weaponcountMult, weaponaccuracyAdd, weapongravityAdd, weapongravityMult
    • Certain unused human sound clips to voice chat
    • Players can now give gold to the commander via a "Donate" button, hotkey, and command
      • Much like how commanders can give you gold, you can give them gold, too
    • GS !playeffect <object> <effectName> <nearby|coords> (<x> <y> <z>) [param1] [param2]
      • Activates spawneffect on clients
    • GS !killeffect <object> <effectIndex>
      • Activates killeffect on clients
    • isVehicle movement (aka driving along the terrain) for non-players (aka npcs and workers)
    • The ability for players and workers to be able to repair Units and Items, if specified
      • objSet canBeRepaired, canRepairBuildings, canRepairUnits, canRepairItems
    • When someone's IP matches another, a warning is broadcast and logged
      • The broadcasting (not logging) can be turned off with sv_alertSameIdentity
    • Sprite auras, aka selection indicators from commander and buffing, to states
      • stateSet useIndicator 0.0 to 10.0 (turns on indicator if above 0.0 and also used as a scaleMultiplier)
      • stateSet indicatorRed, indicatorGreen, indicatorBlue 0.0 to 1.0
      • stateSet singleShader ""
    • GS !weaponfire <object> <weaponName>
      • Shoot specified <weaponName> from script's self at <object> (weapon does not need to be equipped)
    • Admin command & /ref lockspec + unlockspec
      • This locks or unlocks specified player to spectator
      • A less harsh alternative to dealing with troublemakers
    • Admin command & /ref nocomm + yescomm
      • This grants or removes commanding permission for specified player
      • A less harsh alternative to dealing with troublemakers, e.g. known comm bailers
    • /ref destroy now works on team0 objects, e.g. Grimms Walls
    • Total/Real Team Scores in scoreboard, beside Current Team Scores
    • Map filter in vote panel
      • Avoid tedious scrolling by typing in a prefix or name
    • clanAbbrev info to Python
      • INFO_CLANABBREV to sv_defs (server.GetClientInfo)
      • clientList_ClanAbbrev to cl_defs and cl_events
    • Client cvar cl_filter_private - ignores all private messages sent to you
    • "A healer is nearby" message to respawning
      • player_healernearby - stores the message
      • cl_healernearbydistance - customizable distance cvar
    • shop and helper icons to minimap
      • friend_shop_image, enemy_shop_image, friend_helper_image, enemy_helper_image
    • objSet techType to shop restrictions
    • !spawnobject can now spawn placed items (not just pickup items)
    • Added state control objSets
      • rejectState "state0" (name of state, default "")
      • allowEnemyStates 0/1 (default 1)
      • allowAllyStates 0/1 (default 1)
    • player_insidebuilding, which holds the name of the shop or command_center you're currently inside
    • objSet useSurfs for items
      • force item to use _surfs instead of aabb for tracing, if possible
    • Two Destroyable and rebuildable spawnpoint
      • First, after destruction, has to be rebuilt before it can be used again; claim normally upon hit
      • Second, after destruction, has to be rebuilt and switches team; cannot be claimed upon hit
    • Ejecting spawns goodiebags if an enemy damaged the unit
    • objSet allowSiege for spawnFrom and canEnter
    • LockSpec (sv_allowLockSpec) and NoComm (sv_allowNoComm) to votes
    • Client markEnemies to minimap (aka Sixth Sense)
    • !count <object> <radius> <targetFlag1> [targetFlag2] ...
      • Uses the scan algo to count objects within range matching the flags, outputs into gs_count
      • A considerably less intense alternative to abusing !search for counting as well breaking the 4th limit
    • !setscanalgo <object> <algo>
      • Used to determine, per @entry, which algo to use for scan-esque gs commands (!search, !scan, !count)
      • 0 = default; 1 = subtract bounding sphere (like radius states do it)
    • player_currentRole - Spectator, Fieldplayer, Officer, Acting Officer, Commander
    • "unit" flag to gs test cases (!if, !test, !testnot)

    • Cloaking Anti-Cheats
      • Server-side
    • Server-side Sensors
      • Less hardcode, more server control
    • Cleaned up redundant performance wastage in revealing code
    • Cleaned up performance wastage in states-related rendering code
    • Softcoded upkeep, also allows future customization
      • objSet upkeep
    • Softcoded "human_ammo_pack" and "human_potion" instead of having hardcoded exceptions for them
    • Cleaned up redudant performance wastage in the level system
    • Added April Fool's Day to the automatic date-based archive loader
      • aprilfools0.s2z
    • Added element type to "GUI Error: Could not get" for better bug hunting
    • Recoded performance wastage related to how linked items were handled
    • The CanEnter trace code is now quicker and more reliable
    • How certain tracing code handles buildings, improving its reliability and allowing formerly impossible additions to be made
    • 1 vote per UID (1 vote per IP was already in)
    • The ability for buildings to transform into something else upon death
      • objSet onDeathTransform "", onDeathBuiltPercent
    • Spectators now get the same XP bonus benefits as newly connected players
    • Shop GUI loading to work better and more intuitive when standard is combined with mods
    • Connect and Disconnect refresh the vote panel properly now
    • objSet giveAmmo for goodies is now a multiplier as well
    • Cleaned up the Revive code a bit
    • 1.2 demorecords are watchable on 1.3 clients
    • Radiusstates can now correctly be used with the +item flag
    • <height> to !spawngoodie <coords>
    • Same IP players can no longer join the enemy team
    • objSet isSolid can now be "2" as well (formerly 0-1)
      • changes its tracing behavior/properties towards players
    • Cleaned up performance wastage in commander code
    • shopDeathMode now works for items and units, too
    • Draw votes now have an alternative passing condition: 50% yes + all comms agree
    • Properly excludes ineligible voters from the total count
    • Cleaned up voting code, including some precheck shenangians and vote result messages
    • Shops now work together with presets, and techType shops are excluded from presets entirely
    • Fixed the loadout spawn minimap overlapping with preset add panel
    • Cleaned up GS code a bit
    • Python security
    • Code Security
    • Other Security

    • cvar player_MarkEnemies
    • objSet isShop
    • objSet ShopId
    • objSet ItemType
    • ask X

    Potential features for after 1.3:
    • Unrevived player corpses rise as zombies (basic prototype works)
    • Recode shuffle entirely
    • Recode how commander<->server building placements works (it's horrendous)
    • /report for players to send a report to all refs, who can also check the reports manually
    • ELO/Rating
    • Auth Improvements
    • Database Improvements
    • Balance/Skill indicators (graphical-only)
    • Comm Toggle spawnpoints (including minimap and netcode)
    • Team Armor Colors

    72 Comments | Add Comment

    February 20, 2017, 06:22:47 pm by Daemon

    15 Comments | Add Comment

    Upcoming XR 1.1x patch
    January 10, 2015, 09:55:15 pm by Daemon


    We've been working on multiple things for the past months, and they'll be hitting the genpop soon in the form of a new patch. Quite a few people collaborating on this one: Clemens, valli, Groentjuh, DJ, Gridfon and yours trully. Some of the more important changes:

    1. Massively updated auth server (cuz of haxor!)
    2. New masterserver free from the S2Games' one
    3. Improved account database security
    4. Account authentication through servers
    5. Custom graphic mods + Options GUI
    6. Ping faking cvars fixed & removed
    7. More hax detection and prevention tools
    8. Burrow/Outpost tweaks + undisclosed new content :)

    Leaving all the new auth stuff out, here's some things that can be quickly explained:

    Damage value on accuracy panel getting inflated from teamdamage.
    Random keypress out-of-nowhere.
    moneySpent when a unit was refunded.
    DROPOFF_RESOURCES waypoint not completing if you enter a dropoff point without touching it (stood too far away or died).
    Queue not updating for commander/clients when it's canceled due to sudden lacking resources.
    AI code straining and limiting across the code; how AI target orders are handled when received.
    Follow and cancellation orders not working as intended. Objects now no longer accept orders to follow themselves (I kid you not - Clemens).
    Sensors not detecting gates sometimes (among other things - pretty much any non-client newer objects)

    Commander building waypoints now only reset when a new commander takes over.
    Re-entering loadout cancels previously enabled auto-spawn.
    GS Cvars gs_team_resource now works for all teams and all resources.
    Object setting isWorker range increased to 2 from only 1. Worker counts are exclusive for isWorker==1
    !spawnObject now checks a team's object's maxPopulation before spawning. Team0 and anything with no maxPopulation is unaffected.
    Non-Siege NPCs no longer receive "attack enemy building" orders, which was not needed and caused lag.
    If sadist award is tied, the award goes to the one with less deaths.

    cmdrSelectionScaleAdjust  to object settings (adjusts the selection circle's scale).
    The familiar "wavey line effect" from shields/spires to units and equipped items as well.
    @hit script entry to non-clients (and technically non-buildings, too); melee only.
    graphicmode - cvar for user-friendly way to load graphic archives/mods officially added to XR.
    cl_blackignore - people show up colored black in userlist if they're on your ignorelist. (Works like cl_yellowme and cl_bluebuddy.)
    Level 9 "helmets" for Shaman (previously present in Xmas pack) and Chaplain:

    Multiple people reported presets not working for healers. I tried to fix it but i failed - i just can't figure out what's wrong. So if any of you peeps wanna help, try and do it yourselves and send me the fix! Thanks!

    35 Comments | Add Comment

    XR 1.0 Patch (20-09-2013)
    September 20, 2013, 01:55:44 am by Daemon

    Big and complicated patch!

    Added smart Bots. They are now able to emulate real players!
    Improved Tutorial section: Added Bot Duels & Skirmish Maps.
    Fixed a number of trees that blocked weapon projectiles.
    Added new anti-cheating measures and new detection tools.
    Rebalanced Evolution units according to players' feedback.
    Added a tutorial invitation for 1st time players clicking Play.
    Changed default auth IP for servers (DJ's new Newerth server).
    New bins across the spectrum! (OSX gonna be a couple hours late)

    ...and a bunch of fixes.

    28 Comments | Add Comment

    XR 1.0 Patch (06-01-2013)
    January 07, 2013, 02:58:04 am by Hakugei

    New AU/bins are up.
    I don't know when US Leet will update, but it will probably be soon as I believe AU is enabled.
    Groentjuh and I agreed on a compromise that he gets to test the server bins for 2 days before having to enable AU on G&G - so expect G&G back on XR1.0 in 2 days.

    What has changed since the last big update, you ask?

    Bug fixes:
    • /ref switchteam being too strict (this includes some improvements to how team joining works).
    • MACOSX being kicked for a wrong hash (sometimes).
    • Shadows not scaling correctly (at all) with object scale.
    • Server rules bugged.
    • Players using "BALL" as name showing up as Sweet's footy mod's ball icon on minimap.
    • Items switching slower (getting stuck) when switching via slot keys than via mousewheel.
    • Mod prefixes with the same substrings overwriting one another.
    • /ref python not accepting/using more than 1 arg.
    • Buddies showing even on the enemy team.

    XR Additions:
    • Cvar 'sound_voipEnabled' to disable (with 0) VOIP. Reducing volume to 0 doesn't disable it; this cvar does. (Mainly a workaround so MACOSX can turn it off to prevent crashing.)

    • Greatly reduced the load that AI units (e.g. workers and monkits) have on server performance.
      (Stress tests showed that having 50 active AI around used up 100% of a weak server's CPU. Now it only takes up 4%. Obviously the real servers use less active AI and are stronger than our private testing server. :mrgreen:)
    • !search now uses an inbuilt own sorting algorithm instead of the slow one, thus using up less performance.
    • !spawnobject now adjusts the spawned object's rotation to the object that is spawning it.
    • Some minor clean ups here and there. Messy code makes kittens cry.

    Modding additions (do not affect normal Savage):
    • "Unblockable" via states (already existed via objects). Allows attacks to be, you guessed it, unblockable.
    • Item/object merging. Two items, in your inventory, can combine to one stronger item. (For more info, PM me.)
    • Slots can now have levels; this includes level ups and GUI feedback. (For more info, PM me.)
    • Added cvars player_meleeDamage, player_rangedDamage, player_speed.
    • 'thornDamage' works for states now. (Works exactly like 'thornDamage' inside objects.)

    Hope I didn't forget anything. :-P
    If this new update causes any bugs, just report them as usual. I'll be around to check on the servers the next days.

    (If a Newerth Admin wishes to compile a main page post or a dev blog post, feel free to.)

    Enjoy your update.

    7 Comments | Add Comment
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