Steam Workshop
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  1. #1
    Gameplay
    • Slowed down bearded axe overhead
    • Reduce 2H flinch time to 0.8
    • MAA dodge stamina cost increased from 15 to 20
    • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)

    Animation
    • Improved physics asset for flail
    • Revamped flail's animations
    • Switched flail's shield to the Heater

    Map fixes
    • Fixed bell audio in Tavern
    • Fixed outhouse sounds not activating
    • Fixed various collision bugs reported on the official forums.
    • Fixed an exploit allowing players to access the area by the cow.

    Misc.
    • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame...map_hijacking/ )
    • NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
    • Eyefinity: including missing DLLs
    • Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerRotation, GetServerSdkMaps, GetServerMod)

    SDK content additions
    • New example maps:
      • Strip the player of weapons and place pickupable weapons in LTS-Gladiator
      • add Ticket-based spawning system to any map with AOCTO-Ticket-based
    • New materials and example material setups for SDK users
      • stone and masonry master material:
        • master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMate rialPack.upk
        • example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
    • New assets for SDK users
      • Rocks and foliage from DW
      • Several other assets
      • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets

    SDK changes
    • Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
    • (mini patch incoming) Workshop upload tool automatically tags Workshop items. If scripts are present, it gets the "Mod" tag. If one or more maps are present, the "Map" tag is added. Map prefixes are checked for the Game Mode tags. We need to manually tag existing Workshop items unless authors reupload them.
    • Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
    • Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
    • Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
    • Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
    • Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
    • Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)


    We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
    Last edited by CrustaceanSoup; 02-27-2014 at 04:29 PM.
    Developer Status: Offline Posts: 1,189 Join Date: Apr 2012 Location: Canada

  2. #2
    Thanks bros.


    Looking forward to playable gore meshes.
    Moderator Status: Offline Posts: 3,409 Join Date: Feb 2013

  3. #3
    • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
    So in the case of an attaquing combo feint it will be:
    combo release -> feint -> 0.5sec pause -> attack ?
    Squire Status: Offline Posts: 98 Join Date: Jan 2013

  4. #4
    Awesome^^^^^^^^
    Viscount Status: Offline Posts: 4,008 Join Date: Feb 2013

  5. #5
    Noice
    Noice
    Analytic therapist
    Duke Status: Offline Posts: 1,002 Join Date: Jan 2013

  6. #6
    Quote Originally Posted by CrustaceanSoup View Post
    GameplayMap fixes
    • Fixed bell audio in Tavern

    This was enough, I <3 you TBS.
    Knight Status: Offline Posts: 655 Join Date: Jan 2013

  7. #7
    I'm gonna miss the votemap hijacking :(
    Moderator Status: Offline Posts: 3,409 Join Date: Feb 2013

  8. #8
    Are the flail walk/run animations still sped and have no footstep sounds?
    Duke Status: Offline Posts: 1,930 Join Date: Oct 2012 Location: Kentucky, USA

  9. #9
    First patch that didn't reset anything other than my console-binded keys. GJ!
    Vanguard Status: Offline Posts: 446 Join Date: May 2013

  10. #10
    Quote Originally Posted by SOC View Post
    Are the flail walk/run animations still sped and have no footstep sounds?
    Flail animations were polished between the beta patch where they were introduced and the RC patch
    Developer Status: Offline Posts: 1,189 Join Date: Apr 2012 Location: Canada

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