Read This Before Playing Savage Land

GO TO FORMAT AND CLICK WORD WRAP. You're welcome




First things first. Some weapons require firing modes to be set in options.

1. In UT 436 with the Oldskool mutator, this is the Reload key default

2. In Unreal and Unreal Gold using the 227 patch there will be a new option in Controls once you add the new system files into the game's system folder. From here you can assign a switch option for bextra3. If you prefer NOT to use this button for the ammo/reload/mode switching this can be achieved also. In this case, you MUST go into Advanced Options and select the desired key under Keybinds, then type: button ___ (if you are confused how to do this easily, on the main menu go to Options>Advanced Options>Keybinds> and pick the key you want to set from the list, then type button ___). This will allow you to reload the Automag and change the firing modes on the Light Bringer and other weapons. For WASD players, I typically recommend setting this to R. 

Second off, this Demo has been tested on Unreal and Unreal Gold using the current 227i patch, as well as on UT under the 436 patch using oldskool. On an individual basis, I cannot confirm how the Demo will run on other patches at this time. If using the new 469 patch for UT to play SP levels please be aware that it is, as of this release, an experimental patch and currently being updated. Results may vary. Though, it has been made clear to me that the Oldskool mutator DOES work with 469. I entreat everyone playing on other patches to report issues, though I can say that the UT 451 patch is STILL notoriously incompatible with SP levels. Unreal patches below 226 (or perhaps even 226) are unknown factors as well. Let's us know your experiences!

Suggested Settings are to have fog (volumetric lighting) set to true and for pawn shadows disabled (on UT436 this may not be optional, so the pawn shadows may warn you prematurely of certain enemy placements). 

Open discussions will be hosted on the Unreal SP forums under Red Nemesis Public. There, a general FAQ and Demo help thread will be provided. I will also respond and comment to the Moddb page for the mod as well.

Link to UnrealSP forums:
https://www.unrealsp.org

Link to Moddb page:
https://www.moddb.com/mods/savage-land

Okay, with that aside...

---Known Issues---

-Crossbow bolts have a short light glow until they hit a surface. This is because the final bolt skin is not finished, but the upside is that you will see where your missed shots go for a brief second.

-FOV adjustments may negatively effect the Lightbringer and Crossbow first person meshes. The Crossbow is also preferenced for the right hand, so players running mods or muators that allow for weapon shifting/angling for perspective may notice some rough spots on these models. 

-There may be an issue with Red Tarydium being invisible online, though it can still be picked up. Some COOP servers running modified gun and ammo mutators may experience this. Should be fine in classic COOP. Please report if otherwise!

-There are possibly some minor pawn behavior differences between 227 and UT 436, mainly in terms of awareness and pathing. Much effort has been made to account for changes in 227, though there may be some deviations between versions regardless. If you notice something odd, please report it! 

-Some of the newer enemies may have random animation twitches, please report if you see any!

-If using some of the custom pawns for your own levels, please refer to that section of the readme since some pawns are unfinished or placeholders while others are fully functional.

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S A V A G E   L A N D
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Demo, January 2021

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Once all files have been put in their proper folders, begin new game in either 227 or UT via Oldskool and select Savage Land. The Demo features two levels. Difficulty is varied in terms of events and enemy appearances. Players on Easy are given an easier time of it (especially if they go to the Armory in Map1). There are bonuses for dedicated players who explore the full map and an optional encore for those who complete the Demo. 

Feedback on the two new weapons is appreciated. As is any commentary on anything else you experience. Please, break the Demo and tell us about it. It will help us make a better finished campaign. Official forum discussion will be hosted on the Red Nemesis Public subforum at UnrealSP.org. A FAQ will be posted upon launch of the Demo.

A strong effort was made to make the levels compatible for COOP play. We would be happy for feedback and suggestions by the COOP community on how to improve any issues that may be present.

These are just the two first levels of what will be a larger campaign. Ultimately, our goal is to feature between 15+ maps, though depending on our progress we may release in episodic chapters. Planned additions that were not ready yet for the Demo are:

-Further adustments to classic enemies and continued use of new subclasses.
-A new damage hazard called poison.
-New "Orders" states for pawns.
-Repair pickups for damaged armor and suits.
-A finalized gameinfo.
-A unique character skin for Patient 3.
-Alternate Bolt options for the crossbow.
-Additional ammo types for the Stinger.
-Minor modifications to the Eightball for handling and targeting.
-An improved alternate fire for the razorjack to replace the classic one.
-Quality improvements on the lesser used Items (open discussions on these will be hosted on the public forums at a later time).

For mappers interested in using SavagePackage, we encourage you to try out what we have so far in your own levels. No new gametype is required. Some notes on custom content:

-EARifleOld is the original BFNP version, do not use this one unless you are just curious.
-Savage Krall is unfinished and won't work right.
-Krall Captain DOES work.
-GlassBreakingKrall is a special pawn used for a scripted event, not useful otherwise.
-Bloodpack Remnant starts with high block potential; spawn factory at your own risk.
-Dispersion Trooper/Officer are meant to change their DP level by difficulty.
-Dispersion Troopers are creature factory friendly.
-Savage Skaarj currently is default standard Warrior and size.
-Vinzor is a unique variant of Savage Skaarj for Savage Land.
-Skaarj Headhunter needs no special setting and is creature factory friendly.
-Savage Brute needs no special setting and is creature factory friendly.
-SKDP_One through SKDP_Four are for Trooper gun slots to change Dispersion level.
-Use SKDP to force a specific DP level. Not meant for player use.


Good luck. Have fun. Make good decisions!

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Red Nemesis is
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-mister_prophet
-Jet v4.3.5
-Alcapowned
-Zynthetic
-Diamond
-Raven
-UnrealArchitect
-Kaka

Extra Special mention to Alcapowned for all the extensive improvements to weapons and classes that you will see in this Demo. Much of the really cool stuff could not have been done for the Demo without his help. He did this all in record time! Also special mention to my wife, who provides the voice to the ship's computer.

--Special Thanks!!--

-The Resurgence Team, who has worked close with me in dual project testing. Their own campaign will blow you away!
-The RLcoopE team and Rain/Eddy especially for hosting server tests and allowing people to break my levels.
-To Kajgue/Ice Lizard for testing and also for introducing me to RLcoopE.
-Thanks to MMAN/Semfry, the offcial winner of the Seven Bullets Speedrunning Contest who served as the original tester for the rougher, earlier builds of the Savage Land Demo. His private video playthrough was VERY helpful.
-Special thanks to Turboman for testing and for sharing ideas.
-Thanks to all my handpicked testers from the UnrealSP Discord and elswhere! You know who you are!
-Thanks to Unreal SP for continuing to support our public forum and promote our works!










 