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.
When I press new game it just crashes anybody know how to fix it?
I really wanna play this, so please help!!!
I have the same issue
You're not the only one: the same happens by me... :(
I have to try wat 'guest' said on 8 jan.
if it doesnt work just a reminder that you have to have the latest version of rtb:r installed if you have it and it still crashes try reinstalling both of them it worked for me
euh... what is rtb:r ? '(raise the bar Redux I suppose?)
Then there's one problem: I have to install this mod (more than 2 Gig) to make work Raise the bar Salvation ??
I have a working Raise the bar - division - but not Redux...
Why is there little supplies in the mod and only two types of weapons? Why are there few traps? Are half the rooms empty? Are you going to fix it?
-This is basically a survival horror mod; you are supposed to scavenge for supplies and spend them wisely
-There's three weapons (counting the kick) for five maps of gameplay, which is about the same or better as would be introduced in that many maps in HL2 or RTBR
-Three of the five maps have traps you can utilise to your advantage
-Some rooms have supplies, some rooms have enemies, some have both
-There is a 1.1 patch in the works that will refine the overall experience, but nothing in the above is changing significantly in that patch.
I do best my own way to finish this mod.
But.. you will find interesting something from my playthrough
This will up to dev team.
Thank you !
Had problems with "kick" delay, also shots sometimes on sport had an 50/50 miss.
Full Walkthrough:
This is fixed in the upcoming 1.1 patch :)
I made a playthrough of this mod. I absolutely enjoyed the survival horror gameplay, though I do wish exploration was a little more enjoyable and I wish the kick was a little more optimized. trying to kick headcrabs was frustrating because of the slight delay with the kick and the disabling of kicking during reloads and when recharging Annabelle.
Thanks for sharing your thoughts on the mod! Please feel free to leave a review with your thoughts and we'll take your feedback into account for a future patch!
A great mod, I'm surprised at how quickly it came out.
My only complaints are:
1) Due to the sparse items it felt more like I was speedrunning rather than taking in the atmosphere or planning my next action. This is more of a personal issue than an issue with the mod itself, since I'm the type of player to kill everything in my path, though it does play off my next point.
2) You're not rewarded for exploration as much as you would expect. I was often disappointed to get myself into a dark, secluded area only to find there's nothing there. The kicking mechanic also feels underutilized in this aspect; I'd kick at doors hoping to force them open and maybe find a health vial but no such luck. I think the level design could have rewarded the curiosity or ingenuity of some players more.
3) In the fight with the zombine with the gas canister attached to him I found it difficult to tell if I was doing any damage to him. After a couple failures I ended up resorting to dumping all of my nail mines on him before the fight started.
Thanks for the feedback! Consider leaving a review with your thoughts and we will account for this in a future patch :)