Step closer, kin of our kin, for we have gospel to share. Having delivered the One Free Man to safety, Father Grigori, Archangel of Ravenholm, must now make his final exodus - and bury the town he once held so dear beneath ash.
Latest release: Salvation 1.1, the full release of Salvation, featuring Grigori's challenging journey to escape Ravenholm. Also features three new weapons and two new enemy types from RTBR, many new areas in Ravenholm, and a Deathless difficulty for committed players. 1.1 featured many performance improvements, updates to levels, and some minor feature additions.
Hey everyone! Today's update is a bit different – we're announcing an addition to our Open Source repository, bringing both Division 2.1 in addition to Salvation to interested mod developers! We also have a few extra Division 3 media items to sweeten the pot – so stay tuned!
The new update to the public codebase brings the repository up to par with the latest release of Division 2.1, and also includes Salvation's code changes in a separate branch. In addition, fixes introduced into RTBR since Division 2.1 and Salvation's releases have also been integrated into this codebase, keeping the code robust and updated. Click the links below for the repository you're interested in:
Division 2
In addition to the updated code on our repository, we've also posted experimental addons for both Redux and Salvation which feature the updated code compiled and ready for use. These include the wide range of fixes mentioned earlier but have not been playtested, so beware of any hidden issues that may arise. Nonetheless, if you want a slightly more refined experience, you can install these addons via the links provided.
Our work continues in earnest on the depot demo – we've now begun our second phase of testing which bodes well for our release timeline. So, as an extra teaser, some shots from the depot, starting with Depotyard – which has an immense underground storage area co-opted by the Combine. Art passing is still WIP in all of these maps, but each map has at least one distinct vista that sets it apart from the others in this lineup.
In Depot01, a new chasm spans the gameplay area, populated by giant turbines. This feeds into our narrative reframing of the depot as being part of the water-extracting efforts in the wasteland, these giant turbines pumping the water out of the surrounding area. Multi-level combat will take place in this environment, giving the OICW's many modes of combat a chance to shine.
Depot02 sees the player fighting off both antlions and soldiers, with Alyx by your side, which will culminate in a climactic encounter atop one of the Depot's guard stations. Heavy combine fortifications and waves of antlions striking from above will be the last big barrier before rescuing Eli Maxwell.
The final map inside the depot is a romp where antlions fight by your side, controlled by the pheropod as Gordon is made their new king. Cut down the remaining garrison to buy a window for Alyx and Eli to escape, and enjoy the deepest inner workings of the Combine's tech at its most robust.
That's all for today's brief update! We hope any developers out there enjoy digging into the code and if you do anything cool with it, please let us know on our public Discord! Before we wrap up, we'll mention a few roles we're still open to:
Captain Vance – We've yet to find our perfect Captain Vance and we encourage people to apply over on our Casting Call Club page!
3D Modellers – More support in our hard surface department will always be appreciated
Programmers – With the amount of custom content coming in Division 3, additional resources in our programming department would be ideal
If any of these roles look good to you, please add the username, kralich, on Discord. Thanks all, enjoy the new code, and we'll see you in the near future!
The 1.1 release of Salvation, carrying refinements, fixes, and performance improvements throughout!
The 1.0 release of Salvation, the tale of Grigori's exodus from Ravenholm!
The inaugural standalone update for Salvation, the Grigori-focused spin-off to Raising The Bar: Redux, is here! Map progress, model updates, and a new...
An update on the current progress on Division 3, as well as the announcement of our two spin-off mods in development!
The binaries from Salvation's open-source code, compiled and packaged for use, with all retroactive patches included.
No more pearly whites for you Mr. headcrab! This mod fixes the inconsistency on the headcrab's in salvation, normally the regular headcrab has no texture...
Escape Ravenholm (again) with a new collection of Grigori grunts, oompfs, thumps, bumps and wheezes.
The 1.1 release of Salvation, carrying refinements, fixes, and performance improvements throughout!
Raising The Bar: Salvation modu için Türkçe yama. Menü ve başlangıçtaki yazı dışında her şey çevrilmiştir. --- Turkish translation for Raising...
🇮🇹 Traduzione italiana per Raising the Bar: Salvation. Versione 1.0. / 🇬🇧 Italian Translation for Raising the Bar: Salvation. Version 1.0.
yo this was really good.
Now i also kinda want one from alyx perspective how she made her way to nova prospekt
I don't get it. Why would Grigori burn down Ravenholm?
To 'cleanse' the town.
I wished to know what happens next in Father Gregory´s travels ya know....like dlc as such...
I had high expectations of the mod but unfortunately i was a bit let down.
I played on Hard like i do with most mods and i understood that i had to conserve ammo,but after about 15 mins of gameplay i remained without bullets and with 1 hp,i basically had to cheese the hell out of the game in order to progress. It turned into an Gmod Horror map which wasn't really enjoyable to play. I had to load an older save when i arrived at the Zombie with the Canister on his back so i could get some ammo,and i got lucky that an combine zombie killed himself and all the others and i found 7 bullets in order to deal with that canister zombie.
This was an big problem,there were too many zombies and basically i had no time to scrounge for ammo as i was too low and they would kill me.
Another problem was that different walls and objects had their hitboxes sticking out and it stopped me in my path even if i was far from them.
The kick button although cool was pretty unreliable and slow.
Although my criticism i stil somewhat enjoyed the mod because of the good atmosphere,great voice acting and pretty good level design(although in some areas there were too many zombies and you didn't have time to properly look into the area,which is the point of the mod i think.)
It's clear it's not supposed to be your average HL mod and it tried something different and took an approach that was more favorable to speedrunning but me personally i didn't like that.
But at the end of the day it's an free mod made by people who are very passionate about HL games and i am glad it exists,i only hope if this comment is seen to not bring anyone down but maybe keep some points from here in mind for future updates or mods.
Skill issue + ratio + cope + mald +seethe. there is literally a disclaimer at the start that this mod is intended for hl2 and rtbr veterans
how old are u
It will show up in my steam library, but will not start. I have HL2: E2 and the 2013 Source Singleplayer SDK (upcoming) it just crashes on start. Same thing with RTBR Div 2. What am I doing wrong here? I just want to play this game man.
I just beat this mod and honestly, I am truly stunned by how well-made and immersive it was. Probably one of the most unnerving, and yet absolutely fantastic and interesting mods I've ever seen. And the ending was like a cherry on top, absolutely perfect.
I just wanted to say, thank you. Thank you for making this mod. It was an emotional rollercoaster. I enjoyed every second of it. Cheers to everyone involved in the development! You're the best!
Thank you so much! This was a very kind thing to say <3
Thanks for the kind words! Please feel free to share your thoughts in the reviews section as well :)