Beta Patch 3 [10/4/2012]



  • Update: Servers back up! LAN tutorial coming later today :) Note - some servers will be taken down momentarily to modify some settings. If there are any players in the server at that time we will be sure to notify you. Cheers!

    Update: We’re going to do something different this week. We’re not going to take the servers down for the full 8 hours. Please follow our Twitter for more details: https://twitter.com/TornBanner

    Hey all,

    The beta patch is being delayed until tomorrow (10/4/2012) due to some last minute issues with the build.

    Thanks for your patience and the full change-log will be posted soon.

    Change Log:

    Chivalry: Medieval Warfare.
    Beta Patch 3. 10/2/2012
    Torn Banner Studios. 6428.

    General Art


    • Mason Knight helmet falls off with proper mesh.
    • Agatha Knight leather hue shifted slightly.

    User Interface


    • Additional tip screens added.
    • Player leave message switch to non-UT system.
    • Keybind menu set back to double-click to rebind.
    • Passworded servers now supported.
    • Server browser prevents people from joining a full game.

    Sound


    • New vanguard fatigue and pain sounds.
    • Agatha Vanguard Objective VO, Missing pain/fatigue events added and running battlecries.
    • Ballista and heavy crossbow reload sounds fit new timings.
    • Added new time running out sound.
    • Fix for fallin gdamage not sounding.

    Tutorial


    • Added Master Lewin VO.
    • Added vanguard trainer VO.
    • Fixed a variety of bugs.
    • Fixed for Captain Neckhole

    Battlegrounds


    • Fixed various stuck spots.
    • Tweaked water volume.
    • Lots of optimization.

    Stoneshill


    • Made sub-level usage more efficient.
    • Fixed some collision issues in the throne room and around river.

    Hillside


    • Fixed collision on Ballista.
    • Text reminder about the signal fire.
    • Ballistas fixed, ships fixed.
    • Better feedback on ballista destruction.
    • Fixed collision in first-area and fixed first area spawn.
    • Moved agatha ships closer on final objective on Hillside.
    • Added kill volume in ocean.
    • Clouds and light tweaks.
    • Particle effects now play on the server.

    Darkforest


    • Lighting change.
    • Added a couple lightning particles
    • Added rain splashes through the map (high detail mode).
    • Fixed bridge blurring.
    • Added sound for body cart splashing down into water
    • Added fly sounds to bodies in body cart.
    • Fort break particles in.
    • Added body cart moving sound
    • Longer sluice gate capture.
    • Blocked corner of final spawn building so Mason can’t get in.
    • Fixed various collision/stuck issues.
    • Cart can be hopped on.

    Moor


    • Reduced Depth of field.

    Ruins


    • Layout tweaks. Bounds.

    Gameplay


    • Reduced force of blunt weapons
    • More balance below.
    • Torches can only be picked up by one team (team that needs to use them).
    • Battering Ram can only be used by one team.
    • Fire Pots: Only gets set on fire if caught in initial blast radius. Otherwise only damaged when inside the fire.
    • Fire/Smoke Pots particle location made accurate across all clients.
    • Improved smoke pot.

    Bug Fixes


    • Fixed impact sounds sometimes not playing.
    • Projectile hit sounds don’t repeat multiple times on hitting a dead pawn.
    • Stats should transfer over to next game more gracefully.
    • Fixed issue where sound (music) would sometimes transfer over in a map change.
    • Fixed stretching issue with first-person Mason MAA rig on the right hand.
    • Fixed bots not joining teams properly locally.
    • Fixed ‘Autobalance in progress’ in tutorial.
    • Fixed welcome message broadcasting to NPCs.
    • Fixed some levels improperly displaying camera in a weird location on level load.
    • Fixed an issue where observer mode wouldn’t kick in after death.
    • Fixed two major javelin breaks (Throw no longer gets stuck, Javelin melee no longer gets stuck in windup).
    • Removed a blend-in on dodge – should make it feel snappier.
    • Press ‘E’ to pickup no longer appears for everyone on pavise.
    • Broadhead and Bodkin arrows actualy do different damage amounts now.
    • Fixed weather emitters in sepctator.
    • Javelin overhead should be blockable.
    • Fixed some sounds not replicating.
    • Fixeed burning oil screen effect sticking on screen.
    • Fix broken king objective.
    • Fixed crossbow reload bug when switching weapons.
    • Fixed issue with MAA dying standing up and tposing.

    Miscellaneous


    • Increased amount of time until scoreboard appears (5 seconds to 20 seconds) giving players more time to chat.
    • Friendly kill subtracts points.
    • Friendly kill/hits don’t grant assists.
    • Added options to enable toggle sprint and one-tap dodge in Keybinds menu.
    • Added additional third-person camera view points.
    • Moved toggle HUD markers from V to H (message in-game says L, whoops!)
    • V set to the one-tap dodge button.
    • Added message when observer mode 2 is selected.
    • VSync defaults to On.

    Crash Fixes


    • Bots should no crash during server travel.

    Performance


    • Made stat updating more efficient.
    • (Server) Reduced amount of work server has to do. Should see general increase in server performance and dramatically improved server performance on Arena.

    Balance:

    Dagesse:

    • Reduced equip-up time to 0.4 seconds from 0.5 seconds

    Broad Dagger:

    • Reduced equip-up time to 0.3 seconds from 0.5 seconds

    Hunting Knife:

    • Reduced equip-up time to 0.3 seconds from 0.5 seconds

    Thurst Dagger

    • Reduced equip-up time to 0.3 seconds from 0.5 seconds

    War Hammer:

    • Reudced windup time of slash and overhead to 0.4 seconds from 0.5 seconds
    • Increased recovery time of slash and overhead to 0.75 seconds from 0.7 seconds

    Double Axe:

    • Reduced overhead windup time to 0.65 seconds from 0.7 seconds
    • Increased release animation time to 0.6 seconds from 0.5 seconds

    Bearded Axe:

    • Reduced slash and overhead windup time to 0.6 seconds from 0.65 seconds
    • Increase equip time to 0.6 seconds from 0.5 seconds.

    1H Longsword:

    • Reduced slash windup time from 0.5 seconds to 0.45 seconds
    • Reduced overhead windup time from 0.6 seconds to 0.45 seconds
    • Increased equip-up time to 0.55 seconds from 0.5 seconds
    • Increased slash recovery time to 0.65 seconds from 0.6 seconds
    • Increased stab recovery time to 0.6 seconds from 0.55 seconds

    Longsword:

    • Reduced slash and overhead windup times to 0.5 seconds from 0.7 seconds
    • Increased equip-up time to 0.55 seconds

    Sword of War:

    • Reduced slash windup time to 0.5 seconds from 0.55 seconds
    • Reduced overhead windup time to 0.5 seconds from 0.6 seconds
    • Reduced stab windup time to 0.5 seconds from 0.6 seconds

    1H Sword of War:

    • Reduced slash windup time from 0.45 seconds from 0.5 seconds
    • Reduced overhead windup time to 0.45 seconds from 0.6 seconds
    • Increased slash recovery time to 0.56 seconds from 0.6 seconds
    • Increased overhead recovery time to 0.75 seconds from 0.7 seconds
    • Increased stab recovery time from 0.65 seconds to 0.55 seconds

    Messer:

    • Increase slash windup time to 0.9 seconds from 0.85 seconds
    • Increased overhead windup time to 0.85 seconds from 0.8 seconds
    • Increase stab windup time to 0.8 seconds from 0.75 seconds

    1H Messer:

    • Increase equip-up time to 0.55 seconds from 0.5 seconds

    Maul:

    • Decrease overhead windup time to 0.7 seconds from 0.75 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds

    Halberd:

    • Decrease slash windup time to 0.6 seconds from 0.65 seconds
    • Decrease stab windup time to 0.5 seconds from 0.6 seconds
    • Decrease overhead windup time to 0.6 seconds from 0.7 seconds
    • Increase equip-up time to 0.6 seconds from 0.55 seconds

    Bardiche:

    • Decrease slash windup time to 0.55 seconds from 0.7 seconds
    • Decrease overhead windup time to 0.55 seconds from 0.75 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds

    Javelin:

    • Increase bash (overhead) windup time to 0.6 seconds from 0.5 seconds
    • Reduced throw reload time to 0.4 seconds from 0.5 seconds

    Short Spear:

    • Increase bash (overhead) windup time to 0.6 seconds from 0.5 seconds
    • Reduced throw reload time to 0.35 seconds from 0.5 seconds

    Heavy Javelin:

    • Increase bash (overhead) windup time to 0.6 seconds from 0.5 seconds
    • Reduced throw reload time to 0.4 seconds from 0.6 seconds

    Greatsword:

    • Decrease slash windup time to 0.5 seconds from 0.65 seconds
    • Decrease overhead windup time to 0.5 seconds from 0.7 seconds

    Claymore:

    • Decrease slash windup time to 0.5 seconds from 0.6 seconds
    • Decrease overhead windup time to 0.55 seconds from 0.65 seconds
    • Decrease stab windup time to 0.5 seconds from 0.6 seconds
    • Decrease overhead release time to 0.55 seconds from 0.65 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds
    • Decrease slash and overhead windup time to 0.7 seconds from 0.75 seconds
    • Decrease stab windup time to 0.7 seconds from 0.8 seconds

    Zweihander:

    • Decrease slash windup time to 0.65 seconds from 0.75 seconds
    • Decrease overhead windup time to 0.6 seconds from 0.8 seconds
    • Decrease stab windup time to 0.6 seconds from 0.7 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds

    Pole Axe:

    • Decrease slash windup time to 0.55 seconds from 0.65 seconds
    • Decrease overhead windup time to 0.6 seconds from 0.75 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds

    Grand Mace:

    • Decrease slash windup time to 0.6 seconds from 0.7 seconds
    • Decrease overhead windup time to 0.6 seconds from 0.75 seconds
    • Increase equip-up time to 0.6 seconds from 0.5 seconds


  • Can’t wait… :)



  • Woa got my dates wrong. 10/4 my bad :)



  • Hillside!?



  • Can we get the patch notes before hand at least?



  • Damn lol,

    Agreed with killsalot :P

    edit: Quickswitch and Kick for archer? So…. Needed :P



  • LOl I opened this expecting for notes :(



  • Shocked and disappointed in humanity as a whole.



  • What he actually means is “Beta patch will be delayed a day to make it even more awesome”.



  • I hope the silly MaA dodge will be changed to something less ridiculous, like a roll…something which has a visual indicator and isnt an instant teleport hack. Never seen a teleporting MaA in a movie, so the cinematic aspect excuse doesn’t count. Mostly though, passworded servers…hopefully. And a good voting system, that cannot be dodged by using special characters…



  • Yea rolling around would be very much better !!!

    Not.



  • Dodge does require more visual indication. Increasing its duration and giving it a more visually clear jump animation would be a good solution. Other possibility is making the dodge require a short wind up before it starts. Anything that would give the opponent some chance to react.

    Currently its next to impossible to aim your block in time if a MaA lands by your side after a front dodge with an attack already in mid-swing. There isn’t enough time to predict his arrival point with enough accuracy.

    Slash please don’t comment on balance until you’ve actually played the game.



  • ERMAHGERD WHURRS THE PATCH NOTES!?

    I know you guys are busy actually working on the patch but having something to look forward to is nice



  • @UsF:

    I hope the silly MaA dodge will be changed to something less ridiculous, like a roll…something which has a visual indicator and isnt an instant teleport hack. Never seen a teleporting MaA in a movie, so the cinematic aspect excuse doesn’t count. Mostly though, passworded servers…hopefully. And a good voting system, that cannot be dodged by using special characters…

    As long as it has the same effect sure, but if you’re saying the dodge is OP, that’s totally false. All I have played the whole time is MMA and I get 1 hit by just about everyone, and takes me 4-6+ hits to get a kill on most others.



  • @destlocke:

    takes me 4-6+ hits to get a kill on most others.

    So you only use knives, I take it?



  • Can’t wait for this patch. Loving the game. Just need some fixes here and there, mostly the lag issues.



  • Change log is up…announcements about downtime and hosting server stuff and the like coming.



  • I have a question, does reducing windup time means that weapons will actually connect with the enemy faster? or just that the gap that the enemy has to flinch you is smaller, but the weapon will not be faster?

    If you know what I mean, I cant explain it better.



  • Fantastic to see some changes to twohanders as well as faster switch speed on daggers. Looking forward to being able to hit someone with the Holy Water and not knock them out of my range, too :)

    Also, is Hillside getting close to finished state with these changes? Any chance it’ll be added to objective server rotations?

    Also, ditto on Slash’s question.


  • Developer

    Windup is the time from when you press attack until you begin dealing damage. During this phase the player is raising his weapon up before he follows through. Windup is the only time you can be flinched. This has been made faster somewhat for the slow 2handed weapons.

    Release is the phase where the weapon is swinging through and is actively dealing damage, this has not been changed.

    Recovery is the time where the weapon has stopped dealing damage and is coming back to idle (skipped if player combos). This has not been changed.


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