CU1 Patch 2 Now Online! Patch Notes inside!



  • Patch is now online. Enjoy!

    It’s been a long, long time coming with numerous beta iterations, multiple things being tested, scrapped, revised and finalized, and it looks like today is finally the day it all goes live. Before the patch hits, here’s an early opportunity to read over the full and complete changelog of all the changes from the first beta to the last (the ones that weren’t thrown out, that is).

    Because it’s such a monster list of changes, I’m slicing each individual section into its own spoiler:

    Bugs fixed:

    ! Flinch not applying during weapon swap (will apply AFTER you swap weapons).
    ! Counterattacks made off of feinted alt-swings transitioning into alt-swings.
    ! Kick stun applying during shield drop rather than only active block.
    ! Release flinch desyncing near the end of release.
    ! Shields being able to exploit tap block to bypass deflected/parried state.
    ! Projectile stickies not showing.
    ! Pole Hammer sprint attack not moving you forward.
    ! Several ballistae bugs.
    ! Assists not being awarded properly.
    ! Alt slash tracers for fist firing upwards.
    ! Projectile speed being influenced by framerate.
    ! Alt swing infinite combo.
    ! King instantly respawning after death.
    ! Random class assigning players to classes over the max amout on class-limited servers.
    ! Vertical turn rate being uncapped in a windup or combo.
    ! Tapping shield block when out of stamina not applying special daze properly.
    ! Sling sometimes firing at minimum windup when the attack button is being held down.
    ! Javelin and flail shield punch attacks using weird tracers.
    ! Sprint causing you to slide forward during dodge and reload animations.
    ! Light crossbow becoming unable to fire.
    ! Rank limits not working for rank 0.
    ! Removed some potentially abusive console commands.
    ! Third person flinch animations playing on friendly fire despite friendly fire not causing flinch.
    ! Respawn timer forcing you to the next wave if your spawn timer expires while you’re in class or weapon select.
    ! Special daze when an out of stamina player blocks a projectile.
    ! Server request allowing hackers to spawn as a king.
    ! Dodging while dazed or special dazed.
    ! Release flinch working on allies.
    ! Players being able to bypass forced respawns by entering a siege weapon.
    ! “Hiding spot” in the lake on Moor.
    ! Infinite objective points from burning a certain house repeatedly on Stoneshill.
    ! Players floating into the air if they’re kicked while jumping.
    ! Possible desync when trying to combo with insufficient stamina.
    ! Possible desync with counterattacks (“fake counterattacks”).
    ! Shield hitbox for inactive shields counting as headshot damage for melee weapons.
    ! Sprint speed not resetting when flinched with toggle sprint active.
    ! Server filters sometimes requiring a reset to change.
    ! HTML tags in player names.
    ! Vanguards being unable to throw torches with sprint attack readied.
    ! Lead balls not being able to fire after refilling ammo.
    ! Crouch-jumping getting you stuck in crouch.
    ! Queued shield blocks not having a capped turn rate.

    Mechanics:

    ! Kick and shield bash hit detection now uses proper tracers and is more precise when on uneven terrain or against moving targets.
    ! Kicks have a 1 second cooldown.
    ! Charge system for kicks/shield bashes - tapping kick will perform a quick knockback and daze with no damage and a lower stamina cost, holding kick will do a slightly slower damaging kick with the ability to stun shield users.
    !
    ! Attacks cannot be feinted in the last 200 ms of windup (attack grunt will play at the start of this window).
    ! Unable to parry for .4 seconds after a combo feint.
    ! Combo feint stamina cost from 15 to 20.
    ! Parries can now be combod into from an attack release the same way as attacks are combod, for 10 stamina.
    ! Now able to parry in attack recovery - costs 25 stamina and does not allow counterattacks.
    !
    ! Being hit while wielding a ranged weapon no longer flinches, only cancels the attack.
    ! Ranged weapons can be swapped away from or have their attack canceled at any time.
    !
    ! Chase boost now only activates against enemies with their backs turned.
    ! Chase boost activates from further away.
    !
    ! Bonus stamina regeneration from crouching removed, base stamina regeneration increased.
    ! New stamina drain values and absorption rates for all weapons (average stamina loss on parry generally lower, min-max values from 7-35 to 8-25)
    ! A wheezing sound now loops when a player is under 30% stamina.
    ! Out of stamina grunt will play when you try to perform an action you don’t have enough stamina for, rather than when you swing with 0 stamina.
    !
    ! Alt swings have a .1 longer windup.
    ! Special daze length from 1.5 to 2
    ! Flinch for twohanders is now 1.1 instead of .8
    ! After being flinched or parried, sprint is disabled for .5
    ! Buckler animations redone to block less screen space.
    ! When a match ends, the game no longer freezes. The losing team (or all players but the winner in FFA) are switched to fists.
    ! Enemies have slightly larger collision than allies.

    Archer:

    ! Broad and Thrust Dagger size increased by 20%
    ! Hunting Knife size increased by 40%
    ! Thrusting Dagger overhead damage from 45 to 50 and stab from 40 to 45
    ! Saber slash release from .4 to .375 combo from .6 to .575 and damage from 40 to 45
    ! Saber overhead windup from .45 to .4 release from .4 to .35 and damage from 45 to 55
    ! Saber stab windup from .4 to .45 and release from .4 to .35
    !
    ! Javelin shield punch attacks windup/release/recovery all .35/.3/.5.
    ! Short spear stab windup/release/recovery from .45/.3/.55 to .4/.3/.5 and damage from 45 to 50
    ! Javelin stab windup/release/recovery from .4/.3/.65 to .425/.325/.55 and damage from 55 to 60
    ! Heavy Javelin stab windup/release/recovery from .5/.35/.7 to .45/.35/.6 and damage from 60 to 70
    ! Javelin throw windup from .4 to .6
    ! Javelin reload from .9 to .6
    ! Small spear throw windup from .3 to .5
    ! Small spear reload from .8 to .5
    ! Heavy javelin throw windup from .5 to .65
    ! Heavy javelin throw recovery from 1 to .65
    !
    ! Crossbow projectile speed from 7500-8000 to 8500-9000
    ! Crossbow reload from 3.5 to 3
    ! Light Crossbow projectile speed from 7000-7500 to 8000-8500
    ! Light Crossbow reload from 2.5 to 2
    ! Heavy Crossbow projectile speed from 8500-9000 to 9500-10000
    ! Heavy Crossbow reload from 4.5 to 4
    ! Crossbow head multiplier reduced to 1.75x from 2x (Heavy Crossbow will still one shot Knights to the head, but normal Crossbow will not)
    !
    ! Longbow movement speed when drawn from 60% to 75%
    ! Shortbow movement speed when drawn from 75% to 90%
    ! Bodkin Arrow damage type from Pierce to PierceBlunt
    ! Shortbow Broadhead damage from 55 to 60
    ! Shortbow Bodkin damage from 55 to 62
    ! Longbow Broadhead damage from 75 to 83
    ! Warbow Broadhead damage from 105 to 100
    ! Warbow Bodkin damage from 105 to 116
    !
    ! Sling reload from 1 to .75
    ! Pebble minimum windup from .5 to .3
    ! Pebble minimum damage from 25 to 30
    ! Pebble max damage from 45 to 50
    ! Lead ball minimum windup from .7 to .6
    ! Lead ball max damage from 55 to 70
    ! Lead ball minimum damage from 30 to 25
    ! Lead ball ammo count from 20 to 25

    Man-at-Arms:

    ! Dodge speed reduced by 10%
    ! .3 cooldown on dodge.
    ! Dodge disabled during windup and release.
    ! Attacking disabled for the first half of dodge (attacks will queue instead.)
    ! Base speed increased by 10
    ! Sprint acceleration increased by 33%
    ! Firepot damage from 7 per second to 6 per second.
    ! Firepot ground fire now ignites players who walk over it for 2 seconds.
    !
    ! Holy Water Sprinkler overhead windup/release/combo from .4/.4/.7 to .375/.35/.6
    ! Holy Water Sprinkler slash release from .45 to .4 and combo from .7 to .6
    ! Holy Water stab windup from .3 to .35 and recovery from .4 to .5
    ! Flanged Mace stab windup from .3 to .35.
    ! Flanged Mace slash damage from 65 to 64
    !
    ! Hatchet stab windup from .3 to .35.
    ! Dane Axe overhead windup from .4 to .45
    !
    ! Falchion slash damage type from SwingBlunt to Swing.
    ! Falchion slash damage from 70 to 65
    !
    ! Quarterstaff counts as onehanded when calculating attack stamina costs.
    ! Quarterstaff slash windup from .425 to .4 combo from .65 to .6 and damage from 40 to 45
    ! Quarterstaff overhead windup from .45 to .425 combo from .65 to .6 and damage from 45 to 50
    ! Quarterstaff stab damage from 40 to 45

    Vanguard:

    ! Sprint attacks sped up by about 20%.
    ! All sprint attack damage values set to 100.
    ! Increased weapon knockback on all primaries.
    ! Sprint attack key can now be rebound.
    ! Smoke throw windup from 1 to .6
    !
    ! Claymore slash windup/release/combo from .5/.55/.65 to .475/.45/.625 and damage from 75 to 60
    ! Claymore overhead windup/combo/release from .55/.675/.55 to .475/.625/.45 and damage from 85 to 70
    ! Claymore stab windup/combo/release from .65/.65/.45 to .55/.625/.4 and damage from 70 to 65
    !
    ! Bardiche slash windup/combo/release from .55/.7/.65 to .6/.75/.6
    ! Bardiche overhead release from .7 to .6 and damage from SwingBlunt to Swing
    ! Bardiche stab windup from .65 to .5 and release from .5 to .4
    ! Polehammer slash damage from 70 to 80
    ! Polehammer overhead damage from 75 to 105
    ! Polehammer stab damage from 65 to 72
    ! Polehammer overhead windup from .675 to .625
    ! Polehammer slash and overhead combos from .8 to .75
    !
    ! Spear slash windup/recovery from .6/.7 to .425/.625 and damage from 40 to 30
    ! Spear overhead windup from .7 to .725 and recovery from .75 to .725
    ! Spear stab windup from .6 to .575, recovery from .725 to .65 and damage from 60 to 55
    ! Fork slash windup/release/recovery from .5/.6/.7 to .4/.375/.6 and damage from 35 to 25
    ! Fork overhead recovery from .75 to .7
    ! Fork stab windup from .5 to .475 recovery from .725 to .65 and damage from 58 to 50
    ! Brandistock slash windup/release/recovery from .6/.6/.7 to .45/.45/.65
    ! Brandistock stab windup/release/recovery from .7/.4/.725 to .55/.35/.65 and damage from 60 to 65
    ! Brandistock overhead damage from 90 to 95
    ! (Not technically a Vanguard weapon, but close enough:)
    ! Flag slash windup/release/recovery from .7/.65/.8 to .5/.45/.7
    ! Flag overhead windup/release/recovery from .8/.55/.85 to .75/.5/.8 and damage from 58 to 70
    ! Flag stab windup/release/recovery from .75/.5/.825 to .6/.4/.65

    Knight:

    ! Resistance to blunt reduced by 1% (Mace 2-shots Knights with overhead headshots, Maul 1-shots Knights with overhead headshot)
    ! Knight swords now usable one-handed without a shield. Pressing “1” toggles between 1 and 2 handed, “3” toggles between shield and no shield.
    !
    ! Longsword overhead damage from 85 to 82
    ! Longsword stab damage from 65 to 61
    ! Longsword overhead windup/combo/release from .5/.65/.65 to .525/.675/.6
    ! Longsword slash combo from .65 to .675
    ! Sword of War overhead damage from 75 to 70
    ! Sword of War stab damage from 75 to 68
    ! Sword of War slash release from .6 to .525 and combo from .65 to .675
    ! Sword of War overhead release from .6 to .525 and combo from .65 to .675
    ! Sword of War stab release from .35 to .4 and combo from .65 to .675
    ! Messer slash windup from .55 to .525 recovery from .9 to .8 and damage from 85 SwingBlunt to 99 Swing
    ! Messer overhead combo/release/recovery from .75/.65/.85 to .7/.6/.8
    ! Messer 1H slash release from .45 to .4 and damage from 70 SwingBlunt to 80 Swing
    ! Messer 1H overhead combo from .75 to .7
    !
    ! Double Axe size increased 20%
    ! Double Axe slash combo from .8 to .7 and damage from 85 to 90
    ! Double Axe overhead combo from .8 to .7 and damage from 95 to 115
    ! Bearded Axe slash windup/release/recovery from .425/.55/.8 to .475/.45/.7
    ! Bearded Axe overhead windup/release/recovery from .425/.5/.8 to .475/.4/.7
    ! Bearded Axe overhead damage from 87 to 90
    !
    ! Grand Mace slash damage from 90 to 80
    ! Grand mace overhead windup from .5 to .525
    ! Maul slash windup from .7 to .65 and recovery from 1.2 to 1.1
    ! Maul overhead recovery from 1.2 to 1.1 and damage from 125 to 132
    !
    ! Flail slash windup from .55 to .5 release from .55 to .5 and damage from 55 to 60
    ! Flail overhead release from .55 to .4 and damage from 65 to 70
    ! Heavy Flail slash windup from .6 to .55 release from .6 to .55 and damage from 65 to 70
    ! Heavy Flail overhead release from .6 to .45 and damage from 70 to 75



  • So the collision radius was not just reduced, but completely removed?

    @Tibberius:

    Our new collision radius for enemies old will fix this and other issues with getting too close to opponents and having your attacks start behind their blocks. It is testable in our patch 2 beta 1.



  • @gregcau:

    So the collision radius was not just reduced, but completely removed?

    @SlyGoat:

    Enemies have slightly larger collision than allies.



  • @Mef:

    @gregcau:

    So the collision radius was not just reduced, but completely removed?

    @SlyGoat:

    Enemies have slightly larger collision than allies.

    … I was about to…

    Just tested some of the changes and it “feels” like short sword and thrusting dagger have almost the same reach now. Could you possibly double check how close they are now? Anyway, a lunge-stab with short sword doesn’t feel nearly as awesome as it does in current live version.

    A buff to saber’s slash-spamming capabilities seems odd to me, but what do I know…

    I like all the other changes though! Vanguard is so much fun now! And good thing you buffed crossbows (overall)

    Btw, thanks for putting it all together!



  • Haven’t had a chance to try the beta being in Asia, but thank you for all of the hard work. My favourite game ever hopefully just got even better. :)



  • @SlyGoat:

    this is just a look at the full changelog since people have been asking for it

    thx slygoat!



  • Bring it on!

    Naturally the patch will hit at the least convenient moment. That is the way of Steam.



  • @dudeface:

    Bring it on!

    Naturally the patch will hit at the least convenient moment. That is the way of Steam.

    Tell us when the least convenient time for you is and we’ll do our best to make it happen! ;)



  • @SlyGoat:

    @dudeface:

    Bring it on!

    Naturally the patch will hit at the least convenient moment. That is the way of Steam.

    Tell us when the least convenient time for you is and we’ll do our best to make it happen! ;)

    inb4 now



  • So the awful combo parry changes actually go live? Surprising.



  • Seeing kicks get a proper tracer and being more fluid has given me an odd tingly sensation in my naughty parts. Seeing the sling get a bit of a speed and damage buff has turned that tingly sensation into a full blown burning sensation!

    help



  • @SlyGoat:

    @dudeface:

    Bring it on!

    Naturally the patch will hit at the least convenient moment. That is the way of Steam.

    Tell us when the least convenient time for you is and we’ll do our best to make it happen! ;)

    When I fix or buy a new harddisk for reinstalling Chivalry this saturday for Asia. :-?



  • I would suggest making the patch next monday because if it happens before then, some people in our mini tournament are gonna complain about my maul one shotting knights mwahahhaa. Nah they’ll probably complain about needing to practice in the patch at least a week before the tourney finishes.



  • @SlyGoat:

    Bugs fixed:

    Javelin and flail shield punch attacks using weird tracers.

    We tested that yesterday (with the javelin) in the beta and it seems it was still not working properly. It’s really hard to hit someone’s head even if facehugging and almost impossible with a frontal hit.



  • Nice! I’m excited to try it.



  • Dissapointed with claymore changes, it became almost the same as sword of war, if we talk about damage, though claymore is heavier and more imposing than SoW, so it should strike harder, and now this big sword looks like slim katana.



  • @gruulsgurub:

    Dissapointed with claymore changes, it became almost the same as sword of war, if we talk about damage, though claymore is heavier and more imposing than SoW, so it should strike harder, and now this big sword looks like slim katana.

    Me too. I really liked the claymore, and was my favourite weapon when using vanguard. But now I don’t know what weapon to choose… I hope the claymore will just be reverted to the original one as I thought there was nothing wrong with it. SoW and Claymore should get reverted (or at least claymore)



  • @Jstorm:

    I would suggest making the patch next monday because if it happens before then, some people in our mini tournament are gonna complain about my maul one shotting knights mwahahhaa. Nah they’ll probably complain about needing to practice in the patch at least a week before the tourney finishes.

    I’d rather have the patch already instead of having to wait even longer.



  • I came today from work almost sure it will start updating when i fired up Steam, but all my enthusiasm fizzled out in 20 seconds. Just release it already and plug whatever small holes remain later.



  • So it is being released TODAY??!?!?!?!?!


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