Chivalry: Medieval Warfare Patch 21


  • Developer

    Gameplay

    • Slowed down bearded axe overhead
    • Reduce 2H flinch time to 0.8
    • MAA dodge stamina cost increased from 15 to 20
    • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)

    Animation

    • Improved physics asset for flail
    • Revamped flail’s animations
    • Switched flail’s shield to the Heater

    Map fixes

    • Fixed bell audio in Tavern
    • Fixed outhouse sounds not activating
    • Fixed various collision bugs reported on the official forums.
    • Fixed an exploit allowing players to access the area by the cow.

    Misc.

    • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
    • NVIDIA Surround: fix issue where GUI breaks when in “surround” but in a non-surround resolution; add additional logging for debugging
    • Eyefinity: including missing DLLs
    • Add console commands to get the server’s map rotation, available SDK maps, and mod name (GetServerRotation, GetServerSdkMaps, GetServerMod)

    SDK content additions

    • New example maps:

      • Strip the player of weapons and place pickupable weapons in LTS-Gladiator
      • add Ticket-based spawning system to any map with AOCTO-Ticket-based
    • New materials and example material setups for SDK users

      • stone and masonry master material:

        • master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
        • example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
    • New assets for SDK users

      • Rocks and foliage from DW
      • Several other assets
      • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets

    SDK changes

    • Important: Use the ‘server’ commandlet on client files to host SDK test servers: it doesn’t do map verification and whatnot, and will work with files that aren’t uploaded. Use the dedicated server tool to host public servers
    • (mini patch incoming) Workshop upload tool automatically tags Workshop items. If scripts are present, it gets the “Mod” tag. If one or more maps are present, the “Map” tag is added. Map prefixes are checked for the Game Mode tags. We need to manually tag existing Workshop items unless authors reupload them.
    • Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you’re limited to 62 characters with ModDisplayString and ModeDisplayString combined; that’s probably more than can fit in the server browser anyways, though)
    • Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
    • Even if SDK maps aren’t in the maplist, as long as they’re verified as valid allow changing to them
    • Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
    • Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
    • Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we’ll be setting up Kismet nodes for maps to use this later)

    We’ve reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don’t want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we’re going to beta test this a bit more.



  • Thanks bros. :)

    Looking forward to playable gore meshes.



    • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)

    So in the case of an attaquing combo feint it will be:
    combo release -> feint -> 0.5sec pause -> attack ?



  • Awesome^^^^^^^^



  • Noice
    Noice



  • @CrustaceanSoup:

    Gameplay****Map fixes

    • Fixed bell audio in Tavern

    This was enough, I <3 you TBS.



  • I’m gonna miss the votemap hijacking :(



  • Are the flail walk/run animations still sped and have no footstep sounds?



  • First patch that didn’t reset anything other than my console-binded keys. GJ!


  • Developer

    @SOC:

    Are the flail walk/run animations still sped and have no footstep sounds?

    Flail animations were polished between the beta patch where they were introduced and the RC patch



  • Crosspost from the now locked beta thread:

    @MassiveChaos:

    Could you please provide some documentation / more detail on the above.

    Also would like to experiment with bringing in new skeletal meshes (updating the current models in max/maya etc.). Do you think this is possible, if so could you possibly share your workflow & input pipeline settings for doing this?

    Fully fleshed out documentation is something we’re working on, but will take some time.
    if this is something your interested in working on I encourage you to start a thread for your project and send me a PM when you have any questions.

    the general workflow is:
    1. skin weight your custom character to our skeleton in max/maya
    2.export as FBX and import into the SDK
    3. setup materials with a diffuse, spec, normal, etc
    4. create a copy of AOCCharacterInfo for the character you wish to reskin/remodel, give it a new name, and link the refferences in that file to your new skeletal mesh/material.
    5. add the new Characterinfo name to AOCCustomizationContent.uc
    this will get you most of the way there, there’s still other things you need to add like patterns and emblems and I have given NO details on how to do any of this stuff but this could give you a place to start.



  • Just to confirm, feint time is the maximum time window someone can windup an attack before cancelling right?



  • Wow, we went almost 3 whole patches w/o the mandatory MAA nerf included! The whiners always prevail.



  • aw I was looking forward to being able to use fists again, no clue why you didn’t add that sexy bubble reduction D:
    Anyhow, good job!


  • Developer

    @Walter:

    Just to confirm, feint time is the maximum time window someone can windup an attack before cancelling right?

    No, that’s the feint window. “Feint time” is the time span from the point when you start the feint to when the weapon returns to “Active” state (“idle”; the default state), i.e. how long the feint takes to perform. Depending on the weapon, the non-combo feint time ranges from 0.2 to 0.4 seconds; it’s 0.5 for all weapons when feinting from a combo now.



  • Does this patch include the fixed collision radius (bubble)? I saw a note on it in the Beta thread, but not here.

    Either way, good work! Also good to see that MAA’s dodge stamina wasn’t nearly doubled (15 –> 25 would have been a 66% increase…).

    :emmersed:


  • Developer

    @HaHawk:

    Does this patch include the fixed collision radius (bubble)? I saw a note on it in the Beta thread, but not here.

    Thanks for pointing that out, I’ve added the note on that from the beta thread to the bottom of the first post.



  • Archer nerf when.



  • @rumpelstiltskin:

    Archer nerf when.

    And vanguards.



  • so, can a maa escape a feint now ? release RMB and dodge might just get you off the hook, that will be awesome :)


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