Chivalry: Medieval Warfare CU 2 Patch 3


  • Developer

    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
    • fixed MAA t-pose caused when dodging while switching to throwing knife
    • After voting for a Kick or Map Change the voting window disappears

    SDK

    • 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

    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.
    • 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)

    Training

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


  • Cool, cool. Thx. ^___^



  • One small step into the right direction. Keep going at that pace TB!



  • Thanks for the patch!



  • Are you sure this is all working?
    Also, if or when you add something to both MW and DW, could you divide the changelog?
    Edit: Oh, and of course, thanks!



  • ThX for the fixes :)



  • Panic parry still in?



  • @SirSamba:

    Panic parry still in?

    Balance will be addressed in a later patch. We are keeping bug fixes separate.



  • looking good, hopefully everything you fixed works and the silly charges are gone!



  • I appreciate the update!! Now I’m even more stoked for the upcoming balance/mechanics improvements… :victorious:



  • Everything looks good so far, except the vote prompt disappearing after you vote. I think it should stay up for people to see the progress.



  • @Chimpanzer:

    Everything looks good so far, except the vote prompt disappearing after you vote. I think it should stay up for people to see the progress.

    Doesn’t it say the current stats in chat every 10 secs and when the vote is over though?



  • @Xylvion:

    Doesn’t it say the current stats in chat every 10 secs and when the vote is over though?

    Yeah, but I like watching the vote in real time.



  • @Andrew:

    Balance will be addressed in a later patch. We are keeping bug fixes separate.

    Good, this is for the best. Also remember, take your time with these patches. It’s better to not be rushed and be good than to be rushed and bad.

    @Chimpanzer:

    Everything looks good so far, except the vote prompt disappearing after you vote. I think it should stay up for people to see the progress.

    I agree with this. I think it should be an option, that stays on by default.



  • Voice commands are broken. The voice is the same in repeat. For “Yes” as an agathian knight, it’s “yes my lord” every time with no variations. Same when other people do it.

    I have some freeze/desynch sometime when I kill people. The game freeze for 2 3 seconds and I resynch in a random place around my kill. Really annoying.



  • @Chimpanzer:

    Everything looks good so far, except the vote prompt disappearing after you vote. I think it should stay up for people to see the progress.

    I agree, too.



  • @Chimpanzer:

    Everything looks good so far, except the vote prompt disappearing after you vote. I think it should stay up for people to see the progress.

    Personally, that box is quite big and annoys me a bit



  • 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)

    Can you be a little more specific with what this does? It is compatible with only SLI or CrossFire as well? What benefits does it provide? Thanks.



  • @SirSamba:

    Personally, that box is quite big and annoys me a bit

    Small monitor pleb detected.

    Kidding aside, I think it probably does have something to do with monitor size. When I’ve played on my laptop the HUD is annoying and I agree that removing it makes sense. When I play on my regular monitor I prefer to have it stay up. If anything I’d like the option to enable/disable it somewhere.



  • Field of view is now capped at 120. I cannot change it to beyond than 120 via the console easily as it used to be. Is it intended?

    EDITED: I fixed it. No worries.


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