Fix things up, TornBanner!



  • Hello. Maybe there is many posts like this one, but what I want is that you, yes the developers in Torn Banner studio who created the game Chivalry: Medival Warfare to take a little look at the technical diffeculties in the game.

    As we all know that the wonderful and almost perfect game Chivalry: MW have several techincal problems in the game. As the writer of this post I can gladly mention some of them:

    1:
    Broken weapons: Many players, especially the ones in a little bit of a higher rank uses weapons that many people will call broken. The weapons I am refering to is the vanguardian Bardiche. The knights Bearded axe. And the Man-at-Arms falchion. These weapons can be used in a way to make a kind of “ghost swing”. What is a attack that is pretty hard to block and comes faster than normal. Also, there can be a animation combo bug that when youfor examle stab and then overhead in a combo, the overhead is so fast and unblockable that it can be pointed as a ghost swing. I personally think that these issues is something the developers can easily fix up on 1-2-3. Just making the windup a little bit more realistic and the animations easier to register for others players will help a lot.

    2:
    Not many, but some people that play the game Chivalry: MW have seen a kind of fake combo attack. This attack can be annoying when you f.ex: Fight a random player and then the player parry your attack and in the same moment as he/she is parrying. A animation of a counter attacks is shown… What really happends is that the player that parries is pressing any attack button, while he is parrying. This makes the player that sends the attack to the one that parry block because he think that the one that parry is counter attacking. Since he isnt counterattacking, and the animation is a fake counter attack bug. The player that have the bug, attacks because the person that first attacked is blocking for something he thinks is a counterattack.
    Maybe a little bit hard to understand what I meant, but if you have experienced this fake counter attack bug, then it’s easier to maybe agree with me on this.

    These two technical bugs is something I am really looking forward to being fixed! And as I said: Hope someone else that plays the game agree with me on this.

    Long live Chivalry: Medival Warfare. The best game so far.



  • In b4: “We’re in the process of moving and didn’t adequately plan it into our dev cycle… So yeah-- patch sometime.”



  • @Nihilum:

    In b4: “We’re in the process of moving and didn’t adequately plan it into our dev cycle… So yeah-- patch sometime.”

    But that’s the only answer TBS provided for last two months.

    What, you expect them to honestly patch their own game for sake of all ?
    Hope is the mother of fools. Maybe with some luck we will receive a patch sometime around June/July.

    @Sindre:

    The weapons I am refering to is the vanguardian Bardiche. The knights Bearded axe. And the Man-at-Arms falchion. These weapons can be used in a way to make a kind of “ghost swing”.
    Long live Chivalry: Medival Warfare. The best game so far.

    But you’re wrong, the most OP weapon is Flanged Mace for Knight(Even Longsword is better than Bearded Axe, what’s wrong with you people, and yes, I know about Combo Feint abuse with it), and Falchion is not hard to block, or in any way OP, though instant OH from Bardiche is very annoying (And lethal !)



  • I’m frustrated at the slowness of the patching process too, but you guys gotta remember that torn banner is a tiny, tiny company. Last I heard they have a grand total of 3 programmers, 2 of whom only recently joined.

    Taking into account the size and the fact that they just moved to a new studio, I’m not at all surprised that the patch is delayed.

    Also, think about the game mechanics. While the fighting is pretty simple, it the system itself has about a million billion little variables that have to be looked at.

    You’ve got 65+ weapons spread out over four classes, some of which are shared, which further complicates things. The weapons have speed, range and damage, but even those things have their own variables.

    In speed you have the windup, the length of the actual attack, recovery time, combo time, parry time, and different speeds for different counterattacks depending on the weapon.

    For range you have the actual length of the weapon and the width of the attack arc.

    And holy shit, the damage. You’ve got modifiers for damage type, which class you hit, which attack you throw, which bodypart you hit, unique for all the different weapons.

    Throw in shields, parries, feints and mousedragging and you have an insane amount of shit you have to worry about. Bearing all that in mind, I think it’s frankly shocking that such a small team managed to make such a balanced game. I still maintain that ever since launch, the game has been 90% fine.

    The only thing that really does baffle me is how they managed to fuck up the server browser. It was a little bit wonky before, but still worked pretty good, and at the moment it is so broken I sometimes have to restart the game three times before I can get it to work. It is also a bit strange how many new bugs we got in CU patch 1, but when a really small studio makes mistakes like that, they take longer to fix.

    Personally, I’m staying optimistic.



  • They got our money (and laughing their ass off, we all bought a broken game) and they are still counting our

    [image:32y6bwr2]http://24.media.tumblr.com/tumblr_mb6ix3MnPw1rhkyyso1_500.gif[/image:32y6bwr2]



  • @ameleke:

    They got our money (and laughing their ass off, we all bought a broken game) and they are still counting our

    Exactly. We bought it, why the hell would they care what we think about it. They broke bank, then broke the game, then went on vacation.



  • It’s a real circlejerk in here. You’d think this game was made by EA not an indie dev that got this all going on their own and then asked for some help from Kickstarter to finish it off (ironically).

    Calm your tits guys.



  • @Daiyuki:

    It’s a real circlejerk in here. You’d think this game was made by EA not an indie dev that got this all going on their own and then asked for some help from Kickstarter to finish it off (ironically).

    Calm your tits guys.

    Fanboi excuses volume 12, “The Folly of Daiyuki”



  • Clear improvement isn’t enough for some people I guess. All these cries of “go back to the release build” are hilarious. We all want imbalanced Halberds, getting out of maps to snipe at other spawns and 30-foot dodges off of small height differences.

    Server browser is actually fixed for realzies now too, you just gotta click the sort button a few times (or wait until it’s done populating then click sort) to eliminate duplicate servers. If you don’t know what that means, just click Ping up at the top right a few times =p

    I remember when they added quivers and a new draw sound + animation/timings, that was pretty sweet. Not to mention:
    @Tibberius:

    13 New Maps

    • Citadel
    • Frigid
    • Argon’s Wall
    • And 10 new duel arenas
      5 New Weapons
    • Sling
    • Quarterstaff
    • Polehammer
    • Flail
    • Heavy Flail
      2 New Game Modes
    • Duel Mode (For intense 1v1 Action)
    • Capture the Flag
      Alternate Swings
    • Can now do left to right swings!
      Improved Server Browser
      Blood Decals now paint to the ground when you hit an enemy
      Can now adjust how long Corpses stay on the battlefield
      Much Stronger Hack and Cheat Protection
      Music Jukebox in options menu for listening to full Chivalry soundtrack ingame
      Optimization
      Greatly Improved Spectator mode
      Balance adjustments
      Bug fixes
      General Polish

    For free.

    For the mammoth sized full patch notes check the link:

    ! CU1 RC2 (r7953)
    ! - Shaft sound and elevator kill volume fix
    ! - Duel post screen change loadout actually works.
    ! - Fix issue with enabling mouse in scoreboard breaking chat.
    ! - Fix mix-up between Join Pool button and pool status.
    ! - Show challenge accepted in Duel Main.
    ! - Fix issue where new duel rounds wouldn’t start and would cause duels to not end.
    ! - Notification in client about duel mode waiting to finish.
    ! - ~Hopefully~ fixed an issue with loadout button from post-screen.
    ! - ~Hopefully~ fixed an issue where stats wouldn’t load up properly for duel.
    ! - Fixed an issue where pawn go kersplat isn’t working.
    ! - Fixed issue with sling totally borkings.
    ! - Merged in a change for inaccurate player counts
    ! - CTF end indication fixes
    ! - get rid of the “the none team has won!” thing. Probably. I dunno.
    ! - fix: Can’t join a team after spectating
    ! - fix: mini peasants in SH
    ! - added extra error checks and guards into Duel
    ! - potential multi-person-duel fixes
    ! - flail physics asset reverted (to Beta 3 state)
    !
    ! Balance changes c/o Martin:
    ! - Heavy Flail attack3 damage decreased from 40 to 35.
    ! - Billhook combo windup times decreased from 0.8 to 0.7.
    ! - Heavy Flail attack1 windup increased from 0.55 to 0.6.
    ! - Heavy Flail attack2 windup increased from 0.55 to 0.6.
    ! - Heavy Flail attack1 release increased from 0.55 to 0.6.
    ! - Heavy Flail attack2 release increased from 0.55 to 0.6.
    ! - Heavy Flail attack1 recovery increased from 0.65 to 0.7.
    ! - Heavy Flail attack2 recovery increased from 0.65 to 0.7.
    ! - Heavy Flail combo windup times increased from 0.65 to 0.7.
    ! - Poleaxe attack1 windup increased from 0.45 to 0.5.
    ! - Poleaxe attack2 windup increased from 0.5 to 0.6.
    !
    ! CU1 RC1 (r7917)
    ! - Wall renamed to Argon’s Wall (AOC***-ArgonsWall_P)
    ! - Sound notification for slave working
    ! - Flinch in Feint
    ! - Fixed issues with global wins / loss stats for duel.
    ! - Global Wins / Losses set in PRI and sent to all players.
    ! - Fixed exploit where any class would be able to sprint attack.
    ! - Fixed bug where you have to double click to accept duel.
    ! - Fixed bug where returning to duel main menu there is no option to accept/challenge player until selecting a player.
    ! - Victory Post-Screen uses new fancy header images.
    ! - Use new special-dazed animations.
    ! - Removed stone mesh for sling.
    ! - Crossbow first person and weapon animations have more string recoil
    ! - Updated “Create Game” menu with all the new levels and gamemodes + missing map-images for them.
    ! - Fixed a server crash relating to dynamic arrays
    ! - Flinch times set to be the proper time [shorter]
    ! - Changes to Duel UI
    ! – Removed minor white edges on Looser banner
    ! – Made the buttons quicker overall
    ! – Made the buttons states more clearer in color.
    ! – Changed X button in a button with states!
    ! - Flags in Wall changed to have physics
    ! - Silenced hammering sound cue
    ! - Citadel Changes
    ! – Cleaned up throne room bits. Added a wall to prevent people jumping into the mason spawn in the throne room.
    ! – Masons no longer able to damage palisade wall
    ! – Ballistas rotate faster
    ! – Fixed stairs at the citadel entrance.
    ! – Broke parts of the siege factory roof
    ! – Fixed up collision for the broken bridge
    ! – Commander VO added.
    ! – Added 1 second re-trigger delay on walls taking damage because the ballista is silly.
    ! - Rank Up Notification + Sound.
    ! - Weapon Unlock Sound.
    ! - Fixed an issue where the primary ranged weapon wouldn’t get its projectile type refreshed on load.
    ! - CTF Dynamic VO hooked in properly.
    ! - Fixed bug where you can slow sprint by tapping forward movement key.
    ! - Fixed issue where projectile impact sounds wouldn’t sound properly.
    ! - Fixed issue where projectiles would somehow sound gore sounds because it was hitting itself in a trace.
    ! - Fixed issue where all stickies were turned off.
    ! - Arrows knocking off helmets should actually work now if not on low detail mode.
    ! - Update Player List after hitting Challenge button so you see effects immediately.
    ! - Hitting world with melee weapon should be heard by errbody.
    ! - Flail animations all physics.
    ! - Fixed bug where ranged weapon would switch to secondary upon spawn.
    ! - Fixed bug where you could use mandatory shield weapons w/o shield (1.5, javs, flail) by going to secondary, toggling shield, and going back to primary.
    ! - Fixed a weird first-person animation bug where, if you de-equip your shield, will play a shield equip down animation every time you go to eqiup your other weapon.
    ! - added lock impact sounds to cage padlocks
    ! - sling bullet impact sound polish
    ! - added all clear to archer vo
    ! - stop votechangemap to AOCTUT
    ! - decap changes:
    ! – head explodes don’t happen if a player isn’t decapped
    ! – if the local player kills someone, or hits a corpse, switch to decap regardless of distance or settings
    ! – on low detail, only switch to decap if local player is killing someone or hitting a corpse
    ! - CTF assault capture zone tweaks.
    ! - Added bases to flag stand.
    ! - Fixed Z fighting on shipyard.
    ! - Fixed water collision on Shipyard.
    ! - Fixed Z fighting in Watergate behind waterfalls.
    ! - Fixed exploit regarding setting class.
    ! - Fix AI not attacking in tutorial.
    ! - Fix bug in duel mode where main chat would get borked.
    ! - Fixed issue where game speed filter would default to < 90% for whatever reason.
    ! - Fixed issue where ragdoll and decal slider defaulted to 0.
    ! - Argons Wall
    ! – Changed fog and lightning.
    ! – Added a “suar” feel to the sidegates to give em a reason for being there.
    ! – Added torches to the broken stairs to give em a better feeling of where the paths up are.
    ! – Added a suprise for players “A rat that runs from one of the corridors to the other” just for fun!
    ! - Fixed issues with custom backend
    ! - Fixed exploit with forcing take damage
    ! - Admin logins show in chat.
    ! - Fixed exploit with setting weapons.
    ! - Fixed exploit with spawning projectile
    ! - Put player winner on duel and ffa end screen.
    ! - Fix issue with setting player 2’s health in current matches on duel main.
    ! - ~Possibly~ fixed an issue where players couldn’t see anyone else unless they were spectating/dead or other player was friend on team
    ! - Flag no longer blocks actor
    ! - Flag Carrier no longer auto-balance
    ! - Give 30 second warning for duel
    ! - Fix issue where duel would disappear from current matches after first round.
    ! - Allow all duels to finish before ending duel.
    ! - Fix issue where alt-attacking out of parry would break you.
    ! - Fix flinch timing.
    ! - Frigid
    ! – Server Particle Fix
    ! - Hillside
    ! – 45 second to capture fire
    ! – 10 shots to take down ships
    ! - Fixed issue that played 1P animations at the wrong rate.
    ! - Fix dodges breaking out of states where player is supposed to be frozen
    ! - Fix a possible issue with double hitting
    ! - Feint Stamina Cost Reduced from 20 to 15
    ! - More/Changed CTF chat notifications
    ! - Added 5 second delay before shield drains stamina on shield up idle
    ! - Spawn King immediately
    ! - Fix issue with super-man dodges
    ! - Added flag sounds to flag swings
    ! - Regain 30 stamina on special dazed [when blocking out of stamina]
    ! - Special dazed when kicked out of shield block.
    ! - Added flinch in flinch
    ! - Duel stat rank fixed
    ! - Fix issue with veteran helmets not being able to be selected
    ! - Fixed pictures for the flail buckler [Knight]
    ! - New HUD Death fonts added.
    ! - CTF marker colors change (flag different from triangle/fist on away icons)
    ! - CTF markers at 75% alpha
    ! - CTF return text is correct
    ! - reimported HUD with new font
    ! - fix CTF markers behind player showing as being in the wrong direction
    ! - spectator buttons are their own binds
    ! - Mason King weapons set to Messer, Maul, Morning Star
    ! - Fixed bug where people leaving in middle of a duel would leave the duel marked as active.
    ! - Fixed issue where choosing select loadout in post duel menu would not work properly.
    ! - Getting special dazed when being kicked with shield up and you are out of stamina, you will gain 30 stamina.
    ! - Fixed sword of war 1h parry dazed tpose.
    ! - Balance
    ! – Feint stamina cost decreased from 20 to 15.
    ! – HWS attack1 damage decreased from 60 to 55.
    ! – HWS attack3 damage decreased from 58 to 45.
    ! – Flail attack1 damage decreased from 65 to 55.
    ! – Flail attack2 decreased from 72 to 65.
    ! – Heavy Flail attack1 damage decreased from 70 to 65.
    ! – Heavy Flail attack2 damage decreased from 75 to 70.
    ! – Heavy Flail attack3 damage increased from 35 to 40.
    ! – Polehammer attack3 damage decreased from 75 to 65.
    ! – Halberd attack3 windup increased from 0.65 to 0.75.
    ! – Halberd attack3 release decreased from 0.5 to 0.4.
    ! – Bardiche attack3 windup increased from 0.55 to 0.65.
    ! – Bardiche attack3 release decreased from 0.55 to 0.5.
    ! – Billhook attack3 release decreased from 0.5 to 0.4.
    ! – Flail and Heavy Flail timings equalised.
    ! – Greatsword tostab combos increased from 0.6 to 0.75 (bugfix).
    ! – Claymore slash01tostab combo decreased from 0.675 to 0.65 (bugfix).
    ! – Zweihander slash021toslash02 combo increased from 0.8 to 0.825 (bugfix).
    ! – Zweihander stabtoslash02 combo increased from 0.8 to 0.825 (bugfix).
    ! – Poleaxe attack3 release increased from 0.35 to 0.45.
    ! – Polehammer attack1 windup increased from 0.55 to 0.625.
    ! – Polehammer attack2 windup increased from 0.6 to 0.675.
    ! – Quarterstaff attack1 windup decreased from 0.45 to 0.425.
    ! – Sling Lead ammo decreased from 40 to 20.
    !
    ! CU1 Beta 3 (r7787)
    ! - fix some duel mode issues
    ! - many Citadel art improvments
    ! - many Citadel layout improvments, collision fixes
    ! - Citadel objective points setup
    ! - water volumes in Cistern, Shipyard, Bridge
    ! - Wall Guard removed from dining hall
    ! - Stoneshill collision pass, landscape tweaks
    ! - signs in FrostPeak, Shipyard
    ! - Brand new Duel UI
    ! - removed TakeDamage debug message
    ! - moved flag in Frigid CTF
    ! - fixed spawns in Duel-Arena, Duel-Arena_Flat, and Duel-Throneroom
    ! - Pole Hammer changed from 40/blunt;58/pierce;50/pierce… to 70/blunt;75/blunt;75/pierce…
    ! - Added pickaxes, hammers to Citadel slaves
    ! - Remove Current Matches in duel after some time
    ! - Trap tweaks in Frigid. Rock no longer a blueberry.
    ! - Hadrian’s Wall renamed to Wall
    ! - Wall TD variant added
    ! - Wall: Moved spawns for LTS to lower level of spawnhouses and added ways to get to spawn.
    ! - Flail animations, physics improved; slash/overhead windup from 0.5s to 0.45s
    ! - Wall sounded
    ! - Spectator follow improvements
    ! - Frigid collision fixes, optimization
    ! - Frigid: Cleared up some trees around rock formations for better visibility
    ! - Frigid: Replaced Tree “ramps” with bare trees to aid visibility climbing them.
    ! - New Spawns in CTF Ruins
    ! - Falling screams fixed/reenabled
    ! - Unless only two players in the pool, it will wait for another duel to complete rather than matching you with the person you just fought again
    ! - quieter birds in bridge
    ! - frigid: fixed silent boulder impacts with players on 1/4 rocks
    ! - frigid: louder winter winds
    ! - added impact sound for falling death in tower
    ! - bridge: splash sound for falling into water in bridge by touch volume
    ! - fixed duel mode kill feed spam
    ! - fell to death impact sound volume for dining hall
    ! - Lava does more damage.
    ! - Shaft: Fixed problem with elevator bottom that didnt kill you!
    ! - (audio) turned mysteriously wooden slave pens and citadel to wood via overrides where posible
    ! - Citadel: added dyn obj vo to mason archer
    ! - Get Out of duel menu with tab.
    ! - Pawn go kersplat.
    ! - Citadel: many collision issues in first area fixed
    ! - CTF flags return on touch
    ! - sling projectiles don’t enter different duels
    ! - added AdminCancelVote command
    ! - fixed issue where HUD may break if you try to go into duel menu when dueling from escape menu.
    ! - Fixed issue where going to HUD mode from post-game screen would ignore your input.
    ! - fixed issues where vote kick stats stay up in other vote modes
    ! - updated sling ammo type damage, lead has 40 ammo more damage / less range, pebble has less damage but is faster
    ! - Slowed morning star windup, slash01 0.45 slash02 0.5
    ! - changed waraxe stab damage type to pierce
    ! - changed all weapons’ feint cost to 20
    ! - speed up fork windup overhead to 0.55 and stab to 0.5
    ! - reduced MAA pierce resist to 0.85
    ! - added battlecry animation for sling
    ! - new/missing knight vo work
    ! - wall: set dressing, wall materials made grittier
    ! - fix issue with weapons and quivers showing on peasants in Stoneshill
    ! - missed collision added to one citwall mesh. Minor tracktweak.
    ! - Ice mat made icier and added vp mask to water reflection (alpha channel).
    ! - Crappy lightpass on frigid, didn’t really do much. Also painted landscape around the edges of the ice to be snow to blend better.
    ! - Bridge/Dininghall/elsewhere: fixed broken materials
    ! - Sling and Flail icons in HUD work properly
    ! - obj com vo added to citadel
    ! - fix for “when entering a siege weapon with weapon in Release, weapon sticks in Release on client, but plays normally on server” (Sling may still exhibit bug)
    ! - Citadel: Added new tower spire/rose window.
    ! - After going back to HUD from post-menu, go into spectate.
    ! - Fix alt slash/overhead combo breaking pawn.
    ! - Pebble/Lead Ball will spawn static mesh of themselves when they hit something instead of sticking.
    ! - Buckler and Heater parry negation equalized.
    ! - Can tap-to-fire for sling.
    ! - Hooked sling physics asset in.
    ! - ThumbButton2 and ThumbButton swapped for the alt attacks.
    ! - Citadel: bushes added to the first area
    ! - Fix Duel World Cleanup crash
    ! - When HUD requests input, it flushes input & zeros movement vars so player doesn’t keep moving.
    ! - go into Spectating as soon as you’re Ready, instead of sitting is pseudo-spectating PlayerWaiting (which lacks spectator follow)
    ! - duel meta sounds: start, victory, loss
    ! - fixed blood decal blocking player vision
    ! - Citadel: added mining sounds to quarry area; reduced attenuation distance of screaming chaos in door smashing zone to cleanup earlier areas
    ! - Wall: Made space around Siege weapons wider.
    ! - Citadel: peasants in cage above lava now whimper, cry and beg
    ! - disabling attacking out of shield; when you do so, the attack will queue, the shield will lower, then you attack
    ! - corrected mismatched 2H sword 1P/3P animations
    ! - can now flinch out of Recovery, Feint states (if the flinch will take longer than the currently-playing animation)
    ! - no longer get stuck on catapult in Wall
    ! - Arena: Gate fix.
    ! - New (English) weapon descriptions
    ! - fixed weapons not striking dead pawns
    ! - Fixed auto-balance forcing people to always switch to a random class.
    ! - Cannot parry out of dazed
    ! - Fixed issue with alt attacks on parry counter
    ! - Fixed special daze calls when you parry out of stamina.
    ! - Citadel throne is in
    ! - King objective timing changed
    ! - new CTF markers
    ! - added flag battlecry animation
    ! - Add new special dazed animations.
    ! - Assault (reverse CTF; carry flag from your base to the enemy’s base) variants of Frigid, Moor, and Ruins CTF
    !
    ! CU1 Beta 2 (r7581)
    ! - New weapons: pole hammer, flail, heavy flail, sling, quarterstaff
    ! - New duel maps: ThroneRoom, Shaft, Arena_Flat, Arena
    ! - New map: “Hadrian’s Wall” (LTS; working title)
    ! - New map variants: Moor CTF
    ! - Shored up the votekick logic. If the target logs out, forcibly end vote and add a tempban
    ! - Added burning oil return to ready sound.
    ! - Fixed ballista arrow cam
    ! - CTF: fix issue where a capping player who is in PHYS_Falling would not lose the flag after the cap, allowing an immediate double-cap
    ! - polished xbow sounds
    ! - added missing mason vanguard obj4 dynamic vo in dark forest
    ! - knight ice footsteps
    ! - sound work on frostpeak, shipyard and cistern: phys mat overrides set on all unset materials; added ice footstep sounds for all classes
    ! - added boiling oil sound
    ! - added ashy footsteps to citadel
    ! - fixed broken mat types in stoneshill TO only, fixed some channels for vo
    ! - (audio) fixes to unset phys mat types
    ! - basic ambiance for frigid
    ! - basic sound setup for mines
    ! - reverb volume work in the citadel
    ! - sound work on polehammer and ctf flag pole impacts
    ! - added pickaxe idle animation for slaves
    ! - found setting for peasant pain voices, switched from bad room sound, too beefy vanguard pain to the more fitting/better recored archer pain
    ! - fixed torch impacts with players to produce blunt impacts plus wood impact and ignite sounds
    ! - Blood decals added
    ! - Added options to change blood decal length and ragdoll length
    ! - Fixed issue where scoreboard wouldn’t work when going from duel to another game mode.
    ! - Readded duel finalization delay, so duels don’t finalize immediately as the last blow hits
    ! - Added per-team class limits
    ! - Made kick better for varying heights.
    ! - Fixed issue with javelin alt overhead attack breaking it.
    ! - Shield parry damage is now Damage / Negate
    ! - Shield stamina drain now different per shield and begins immediately
    ! - ‘Special’ dazed state added that gets activated when you parry when out of stamina or have shield up and kicked (Difference : ‘Special’ dazed state is 1.2 seconds long).
    ! - Special damage modifier for headshots for crossbows (2.0x)
    ! - 2 smoke pots to start.
    ! - Better LTS draw avoidance (team with more players at the end wins).
    ! - Crouching does not pause stamina regen (it increases to 1.6 stamina per second).
    ! - Fixed Citadel dynamic VO for 2/3 objective.
    ! - Scoreboard says server name instead of IP.
    ! - Random loadout for weapon select screen.
    ! - Citadel: new objectives
    ! - Citadel: cage objective in
    ! - TD: autobalance doesn’t engage when either team is out of resources
    ! - Optimization: don’t switch to gore mesh past a certain distance from player (tighter for medium and low detail modes)
    ! - added server option for Max Ping (set bUseMaxPingLimit=true under [AOC.AOCGame] in PCServer-UDKGame.ini, and set fMaxPing, iPingThresholdHitBeforeKick, and iSecondsToKickForPingLimit)
    ! - deleting keybinds better (solves some weird issues)
    ! - citadel: new spawns for citadel steps
    ! - citadel: new objective text
    ! - POLISH TO CITADEL lava and ambient sounds
    ! - fixed ruin cicadas that previously werent playing
    ! - Fixed issue where duels weren’t being finalized.
    ! - Persistent map music now acts as a random-music-playing jukebox
    ! - Projectiles knock helemt off (aside from on low detail mode).
    ! - Map Name is displayed without prefix and _P postfix on join game menu.
    ! - added missing fatigue swing grunts to agatha archer
    ! - Tower: collision fixes
    ! - DiningHall: layout fixes
    ! - Bridge: vary rock textures, break up flat lines
    ! - Added extra ammo option for crossbow.
    ! - Ballista bolt has splash damage.
    ! - Fixed: Burning Oil cauldrons need a sound event to cue the player as to when they are ready to be poured again.
    ! - display Team Damage and Idle Time when vote kicking
    ! - fix IK leg issues on grate mesh in AOCDuel-Cistern
    ! - Gave TempkickBan reasons that get displayed on the frontend (this is used for ping limit kicks + rank kicks).
    ! - Added rank limits to server options and server browser. (set bUseRankLimits=true under [AOC.AOCGame] in PCServer-UDKGame.ini; also set iMinRank and iMaxRank in the same section)
    ! - Separated game mode and map name on server browser.
    ! - Made the upper-limit on IK legs lower (50 to 30) (stop weird crouching look when walking over certain objects)
    ! - Fixed bug where duel would be finalized multiple times
    ! - Fixed issue where command (attack) would not be fired on server.
    ! - Fixed: Throwing axe not spinning the right way when thrown.
    ! - Fixed WaterVolume water footsteps not being registered.
    ! - Citadel: # of slaves cut down; cages added
    ! - adjust boiling sounds radii
    ! - fixed quiet waterfall in RUINS
    ! - tweaked falling sound attenuation, volume and delay
    ! - Boiling oil tip sound added.
    ! - spectator is more reliable, doesn’t toss people into PlayerWaiting when the round starts if they chose to spectate before the start; should also resolve any other issues
    ! - Spectator follow now includes zoom, uses correct GUI elements
    ! - In spectator free cam, players directly in front and within a certain distance will have their names displayed
    ! - Spectators (not those temporarily spectating, such as dead players) can spectate players on both teams
    ! - Made green messages from broadcast and objective completion a bit brighter. [lighter?]
    ! - Chat List now wraps properly and doesn’t cut off randomly \o/
    ! - Removed (PRI) and (SYS) indicators and made the text light gray (it looks more whitish though) and made blue and red lighter.
    ! - slaves all animated. front steps all arted. easier to free slaves.
    ! - You can parry out of deflect but not out of dazed.
    ! - You can pick ammo from where player died.
    ! - Join game menu has a timer to count down when the refresh is over.
    ! - Ballista and catapult turn sounds replicate properly.
    ! - Frigid: ammo boxes for CTF/TD, trap tweaks, screen shake on rolling rocks
    ! - Frigid: Raised water underneath the frozen river, made frozen river “thicker” with new vertex pain, added billboard trees into the background to help with FPS, fixed missing collision on boat ramp, fixed bad collision near ammo box
    ! - Frigid: CTF spawn area protection
    ! - lava now has burning player sounds
    ! - menu sound volume brought up to level of rest of music
    ! - omni radii’s set to footsteps and combat locomotion to fix wierd left/right channel offsets
    ! - water sounds for all projectiles
    ! - fix yellow glow on right and/or bottom sides of the screen in certain resolutions with bloom enabled (most noticeable in windowed mode)
    ! - fix: CTF needs to only allow caps when the flag is at home
    ! - don’t allow spectating someone else’s duel if you’re in the middle of a duel
    ! - fixing various other duel issues
    ! - Tab goes into duel mode menu.
    ! - duel: 10 wins to win, each round is 2.5 minutes
    ! - Once you accept a duel, you decline all incoming challenges [and the challenger declines all incoming challenges too].
    ! - Ensure players can’t enter multiple simultaneous duels
    ! - duel spectator should control like spectator in other modes
    ! - Add shadows under more HUD text
    ! - Reduce progress bar background opacity to 10%
    ! - Alternate attacks for spear slash.
    ! - Initial text for duel mode UI changed
    ! - experimental speed hack detection (disabled by default)
    ! - made objective completion times state the amount of time since the beginning of the game
    ! - if pawn collision gets stuck in another pawn, set a timer to snap out of resulting ragdoll after 0.4 seconds
    ! - Mason King uses KS helmet.
    ! - citadel: high drama sound treatment for citadel area
    ! - Manually do alt attacks with keybinds [0, 9]
    ! - Citadel Dyn Objective VO hooked in for all objectives.
    ! - citadel: chain break sound
    ! - longer pickaxe animation
    ! - citadel and peasant work for sound
    ! - citadel jump exploit blocks
    ! - citadel spawn protection for first wall
    ! - battering ram: cannot kick off players
    ! - if a player challenges a player who has challenged that player, auto-accept the duel (e.g. if both click Rematch, or click Challenge at the same time before the server can update them)
    ! - frigid: new trap animations; snowall mesh
    ! - frigid: Fixed some bugs on the traps. Open angled roof on the overlook outpost on the bridge. Snow Piles to smooth out the center. Spawn protection tweaks.
    ! - frigid: Extended the flowing river mesh. Added broken ice to the upper end of the frozen river. Raised flowing water. Improved per poly collision issues.
    ! - tower: Added blocking vols to slide the player away from the stairs when kicked out of windows, Changed Kill Z and added kill volume for falling death.
    ! - frigid: audio for traps! louder ambiance! play lts with bots for max LOLs
    ! - updated fist shove damage type to shove instead of blunt, 1h axe stab damage type to blunt
    !
    !
    ! CU1 Beta 1 (r7318)
    ! - Added 3rd/1st person spectator follow
    ! - Duel mode added
    ! - New duel maps: Bridge, Cistern, Courtyard, Dininghall, FrostPeak, Mines, Shipyard, Tower
    ! - New map: Frigid (LTS, CTF, and TD variants)
    ! - New map variants: Ruins CTF, small and large
    ! - New map: Citadel (TO)
    ! - Darkforest: fixed non channeled sluice gate and peasant vo
    ! - VO sources from the player’s pawn, and moves with it
    ! - More things cut off in Low detail mode (inventory attachments, etc.)
    ! - DF NPCs should update more quickly when hit
    ! - Updated Steam libraries
    ! - Falling screams reenabled
    ! - Pavises collide with their owner again
    ! - add bAnyUserCanGetSteamID server option for competition servers; disabled by default (add bAnyUserCanGetSteamID=true under [AOC.AOCGame] in PCServer-UDKGame.ini or UDKGame.ini; use “whois” or “getinfo” console commands)
    ! - add spectator view lock server option (add bDisallowFreelookSpectator=true under [AOC.AOCGame])
    ! - fixed some minor bugs, vulnerabilities
    ! - replace white shadow under HUD overlay text with a black one
    ! - Fixed: Falling screams for players need to stop on death/injury or landing.
    ! - darkforest: attempted to fix the fly swarms that wouldnt sound no cart in
    ! - Team balance from the team selection menu working.
    ! - Fixed: Combo tiered swing grunts should be moved up one swing to start from 2nd swing instead of third.
    ! - Print Damage to Console (when aoc_showdamage enabled)
    ! - polished 1hsharp 1p parried animation
    ! - Added alternate attacks (by default, hold LeftAlt before hitting the attack button)
    !
    ! Balancing / tweaks
    ! - Increase MAA blunt resistance by 10% (from 0.85 to 0.75)
    ! - Increase MAA pierce resistance by 5% (from 0.85 to 0.8)
    ! - Javelin reload time a bit faster
    ! - Warhammer should only 2 shot knight to the head
    ! - Bearded axe needs to be faster
    ! - Poleaxe a slight bit faster
    ! - Make Grand mace a bit faster + slash damage to 90 from 85
    ! - Increase MAA blunt resistance by 10% (from 0.85 to 0.75)
    ! - Increase MAA pierce resistance by 5% (from 0.85 to 0.8)
    ! - Messer swing needs to be swingblunt damage type
    ! - Bigger shields make your windup time with weapon slower
    ! - Zwielhander stab a bit faster
    ! - Zwielhander overhead more damage, change it to 115
    ! - Billhook windup speed faster
    ! - Slow halberd stab windup down
    ! - Reduce halberd slash damage
    ! - Increase billhook slash damage
    ! - Holy Water Sprinkler release longer (exact same values as hatchet)
    ! - Holy Water sprinkler slash should 2 shot MAA in the torso
    ! - Holy Water sprinkler stab should 2 shot archer, 3 shot maa in torso
    ! - Morning star slash damage to 60
    ! - Morning star overhead to 70
    ! - Morning star stab to 55
    ! - Reduce morning star stab windup to 0.4
    ! - Faster throw windup time for short spear could work and/or faster reload
    !
    !
    !
    ! Nah they just did nothing xD Especially with a new bugfix patch that has reached Release Candidate 2 stage, which basically means it’s right on the verge of going live. But seriously, those full patch notes are like 20 pages long in one update o.o How is that doing nothing?



  • @Daiyuki:

    Clear improvement isn’t enough for some people I guess. All these cries of “go back to the release build” are hilarious. We all want imbalanced Halberds, getting out of maps to snipe at other spawns and 30-foot dodges off of small height differences.

    Server browser is actually fixed for realzies now too, you just gotta click the sort button a few times (or wait until it’s done populating then click sort) to eliminate duplicate servers. If you don’t know what that means, just click Ping up at the top right a few times =p

    I remember when they added quivers and a new draw sound + animation/timings, that was pretty sweet. Not to mention:

    Nah they just did nothing xD Especially with a new bugfix patch that has reached Release Candidate 2 stage, which basically means it’s right on the verge of going live.

    I don’t see that the game has clearly improved. I’ve noticed peripheral changes and unnecessary new content being released. Frigid gets insta voted 80% of the time. The community is pretty split over Argon’s wall, i hate it. No one likes the duel maps, all I hear are complaints about them, except the ones that are variants of normal maps like throneroom.

    Go back to build release doesn’t mean remove the small amount of weapon fine tuning. It means that everyone seems to feel the game is more skippy and jumpy atm, that lookdowns (which were not used much at release) are bad, and that feint as is sucks.

    You’re listing a bunch of TERRIBLE errors (halberds, broke maps, not to mention, which you didnt, cmw_activatedevmode 1) that should have never been in the game, then applauding the devs for fixing the errors. That is like if you hired a man to fix your roof, he left holes in it for a month, then came back and patched it up, and in the course of doing that put in new holes. Ok the old holes are gone, but rain is still getting into the house. I don’t call that clear improvement. Oh look, he put a weathervane up too. How cute. Wow, clear improvement. But the carpet is still wet.

    Server browser still bugs out/stops working often.

    Fanboi excuses volume 13, the Folly of Daiyuki

    Its been a while for all the issues still in the game to still be here. Even for an indie dev team. We’ve been the victims of a…. PAID BETA. dum dum dum.

    And you’re acting like continuing to support this game, the devs are doing, out of kindness in their hearts. ALTRUISM! NO. Its capitalism, they want to sell DLC. They want people to like this game and to be an important studio. Its not like, flowers and fairys and unicorns guys lets be a nice company and release all content for free and be joy and fluff and frills and love and peace and lsd and communism joy.

    And so we’re not all fluff and frills and love and lace and communism and joy. We’re like, fix the holes in the roof.



  • @JCash:

    Fanboi excuses volume 13, the Folly of Daiyuki

    Jcash, all you do is refute evidence of your idiocy along with some complaining. Please desist

    Your war against TB isn’t really going to earn you shit.



  • @Kenuric:

    @JCash:

    Fanboi excuses volume 13, the Folly of Daiyuki

    Jcash, all you do is refute evidence of your idiocy along with some complaining. Please desist

    Your war against TB isn’t really going to earn you shit.

    one more fanboy zombie in here :o
    run for your lives or the virus will eat your brain away!



  • @snickers557:

    @Kenuric:

    @JCash:

    Fanboi excuses volume 13, the Folly of Daiyuki

    Jcash, all you do is refute evidence of your idiocy along with some complaining. Please desist

    Your war against TB isn’t really going to earn you shit.

    one more fanboy zombie in here :o
    run for your lives or the virus will eat your brain away!

    JCash’s 2nd account. ;)



  • @Kenuric:

    @JCash:

    Fanboi excuses volume 13, the Folly of Daiyuki

    Jcash, all you do is refute evidence of your idiocy along with some complaining. Please desist

    Your war against TB isn’t really going to earn you shit.

    Does it come across that way?

    http://en.wikipedia.org/wiki/Hyperbole

    The game is still good man, no denial.

    @Del:

    JCash’s 2nd account. ;)

    Everyone on the forum except you is me.



  • @JCash:

    Everyone on the forum except you is me.

    Me too? D:





  • It’s extremely unlikely that TB are just planning on giving up on the game and just making off with the profits. They’re setting up a proper studio now so they obviously have intentions of staying in the game development business long-term and if they just leave the game as it is it will permanently ruin their reputation and kill any chances of any other games they develop selling well.

    All we can do now is wait for them to finish relocating and setting up the studio before they can put their heads down and work on fixing the game. That said there is still a massive importance in them doing this as fast as possible. If they take too long then the game is going to be practically dead by the time they’ve fixed it and the majority of their customers are going to see them as a company that releases broken games and takes over half a year to fix them.

    I really don’t want to see this happen because I love Chivalry. Behind all the bugs and exploits is an amazing combat engine and I want to see it expand instead of dying with the playerbase.



  • @Daiyuki:

    Clear improvement isn’t enough for some people I guess.
    Server browser is actually fixed for realzies now too, you just gotta click the sort button a few times (or wait until it’s done populating then click sort) to eliminate duplicate servers. If you don’t know what that means, just click Ping up at the top right a few times =p

    That’s pretty amusing Daiyuki, how can something be fixed if it’s still broken ? 8-)

    Nah they just did nothing xD Especially with a new bugfix patch that has reached Release Candidate 2 stage, which basically means it’s right on the verge of going live. But seriously, those full patch notes are like 20 pages long in one update o.o How is that doing nothing?

    So as long as they release content without fixing stupid bugs, inconsistencies and stupidly abusable mechanics, you’re okay with it ?
    You’re a funny guy.

    ! I kill you last.