BETA - Chivalry: Medieval Warfare CU 2 Patch 3 (BETA 2 is up)


  • Developer

    Hey Guys! We’d like to encourage ALL of you to help us test our upcoming patch!! Here’s what to expect:

    Beta 2 updates

    • fixed MAA t-pose caused when dodging while switching to throwing knife
    • increase opacity on modded server highlight so it stands out better
    • some SDK frontend crash fixes
    • StartGameManual console command will work now (assuming you’re offline, or you’re an admin), so mappers/modders can start maps without having to add bots and wait through the warmup
    • Rename UDK.exe to CMW.exe for SLI profile detection. UDK.exe will still be there for compatibility with existing shortcuts (the launcher will still launch UDK.exe until it’s updated)
    • After voting for a Kick or Map Change the voting window disappears

    Bug Fixes

    • Improved reliability of both weapon unlocks and ranks!
    • Fixed Vanguard sprint attack flying
    • Fixed dodge t-pose on Man at Arms
    • Improved stability of the helmet store
    • Added workshop dll fix for deleting workshop entries
    • Idle time and current ping are displayed during a votekick

    Server Browser

    • Coloured backgrounds behind text for modded or custom map servers to improve visibility – gold for maps, cyan for mods
    • Mod name column is sortable
    • Custom content download now shown in MB(megabytes), not bytes
    • Min/Max rank combined into a single (sortable) column
    • Now able to sort by servers by custom content – click the “UGC” (User-generated content) heading to sort into “None”, “Map”, and “Mod”
    • Server ping limit now working
    • Max rank of “0” now shows as the infinity symbol (since that’s functionally what it is)

    Maps

    • Fixed missing water plane Bridge duel map
    • Fixed broken lighting and missing stairs in Dininghall map
    • Fixed black mountains in Moor
    • Cleaned up invisible mesh collision from old palisades in Battlegrounds
    • Fixed Ram messages in Stoneshill
    • Fixed Gameplay relevant Fire not showing up on LOW detail in Stoneshill
    • Fixed Dark Forest Royalty spawning above rafters and the cave
    • Added Visual Blocker over difficult to traverse terrain by the bridge in Battlegrounds
    • Fixed Dark Forest rock missing collision
    • Fixed Hillside stuck spot near sea wall
    • Fixed Hillside Exploit over Mason Trebuchet Spawn
    • Fixed missing wall after Stoneshill gate

    Optimization

    • Reduce sound memory used based on user’s available system memory. If you’re a 32-bit user who was having an issue with the game crashing before, try again and see what happens now.

      • This is the new “MaxSoundNodeRandomChildren” in UDKSystemSettings.ini. This represents the number of different, randomly-selected sounds you’ll hear for the same effect (e.g. for VO, hits, etc.). The highest we set it to is 18, the lowest 2.

    Training

    • Fixed Training messages for Dodge and Feint to include the alternative one button dodge (v) and RMB feint
    • Fixed missing textures in Training


    • Server ping limit now working

    Yay!



  • Fixed Gameplay relevant Fire not showing up on LOW detail in Stoneshill

    Seems good so far



  • Good stuff :)



  • Wait, I thought there were going to be PiP and all the other stuff in this patch. Have I gone full retard or something? I thought Andrew said “In the next patch which will come in a few days we’ll be implementing these things in a beta patch.” Or something like that.

    I’m so confused :P.



  • @Flippy:

    Wait, I thought there were going to be PiP and all the other stuff in this patch. Have I gone full retard or something? I thought Andrew said “In the next patch which will come in a few days we’ll be implementing these things in a beta patch.” Or something like that.

    I’m so confused :P.

    Baby steps Flippy, baby steps. No need to implement too much too soon. It will come :)



  • Please fix pause command. If someone joins the server during a pause the server will unpause itself and “This server has been paused” message will be stuck on the screen until map restart.



  • @Flippy:

    Wait, I thought there were going to be PiP and all the other stuff in this patch. Have I gone full retard or something? I thought Andrew said “In the next patch which will come in a few days we’ll be implementing these things in a beta patch.” Or something like that.

    I’m so confused :P.

    I think you are misquoting me as Tibberius from the community update thread…

    “We have a patch planned to enter beta in the next few days that should finally address rank, weapon unlock,sprint attack issues as well as server ping limits. Some other stuff I can’t remember at the moment but will have full patch notes soon.”-



  • @Andrew:

    I think you are misquoting me as Tibberius from the community update thread…

    “We have a patch planned to enter beta in the next few days that should finally address rank, weapon unlock,sprint attack issues as well as server ping limits. Some other stuff I can’t remember at the moment but will have full patch notes soon.”-

    Wow, that’s a bad misquote on my part.

    Oh well, I’ll just have to suck my thumb and wait for the good stuff.

    THE OTHER STUFF IS GOOD TOO PLS DUN BAN.



  • @Flippy:

    Wow, that’s a bad misquote on my part.

    Oh well, I’ll just have to suck my thumb and wait for the good stuff.

    THE OTHER STUFF IS GOOD TOO PLS DUN BAN.

    Yeah, sorry about that. We want to keep the balance stuff separate from the bug fixes. We made that mistake before of clumping them together.



  • @Andrew:

    Yeah, sorry about that. We want to keep the balance stuff separate from the bug fixes. We made that mistake before of clumping them together.



  • Could you guys fix the area near the triggers on Arena? What is happening is that if a player tucks himself in the corner between the fire lever and the wall, there is like an invisible shield that prevents any attacks hitting him. They just bounce off some invisible collision wall. Even stabs are repelled. It would also be interesting if the levers were break able but that is just a minor wish.



  • @CrustaceanSoup:

    • Fixed Ram messages in Stoneshill

    FINALLY

    /10



  • @Andrew:

    Yeah, sorry about that. We want to keep the balance stuff separate from the bug fixes. We made that mistake before of clumping them together.

    Do players still start at level 5? Why not 0?



  • @Enigma:

    Do players still start at level 5? Why not 0?

    You start from rank 0 again.



  • T-Pose isn’t fixed, I got it first try. Seems to be easier/more consistent now.



  • Well, this just happened.



  • @Kim:

    T-Pose isn’t fixed, I got it first try. Seems to be easier/more consistent now.

    Omg who cares pls don’t fix. Nothing to see here.



  • crushed is a scrub



  • @CrustaceanSoup:

    • Server ping limit now working

    tested with:

    bUseMaxPingLimit=true
    fMaxPing=10.000000
    iPingThresholdHitBeforeKick=2
    iSecondsToKickForPingLimit=300

    while i tested with bots it’s still enough to cause the game to start, used adminlogout and waited, even with 50 ping i was able to play the whole map


Log in to reply