Chivalry: Medieval Warfare Patch 24



  • Special focus on SDK-related things, new map variants, and a few fixes thrown in for good measure …

    The SDK changes are mostly focused on giving people more control over the game through the map editor, without having to involve a programmer. There’s at least one new Torn Banner-made map utilizing the new SDK changes that will be coming to the Workshop for this patch (along with, at some point, an uncooked version so the Kismet can be reused by others). The potential applications for these changes should hopefully be more obvious then. These new additions and changes are a little experimental and most aren’t going to be suitable for typical Team Objective maps, though.

    Patch 24

    Level Changes

    • Added LTS, FFA, and TD variants of several duel maps (for low player-count servers; we recommend a 4-6 player limit):```
      AOCFFA-Bridge_p
      AOCLTS-Bridge_p
      AOCTD-Bridge_p
      AOCFFA-Cistern_p
      AOCLTS-Cistern_p
      AOCTD-Cistern_p
      AOCFFA-Courtyard_p
      AOCLTS-Courtyard_p
      AOCTD-Courtyard_p
      AOCFFA-Dininghall_p
      AOCLTS-Dininghall_p
      AOCTD-Dininghall_p
      AOCFFA-FrostPeak_p
      AOCLTS-FrostPeak_p
      AOCTD-FrostPeak_p
      AOCFFA-Mines_p
      AOCLTS-Mines_p
      AOCTD-Mines_p
      AOCFFA-Shipyard_p
      AOCLTS-Shipyard_p
      AOCTD-Shipyard_p
      
      

    Gameplay / Animation Changes

    • Fixed blood mask issues with grand mace and messer variant
    • Added bardiche variant
    • Fixed arrows remaining if you cancel bow draw
    • Fixed some animation popping when switching weapons with shield
    • Fixed shield remaining up during release to parry
    • Fixed killed for idling when on catapult
    • don’t allow selected king to go into spectator
    • don’t pick spectators to be king
    • fixed parry riposte anim sometimes not blending
    • fixed weapon kill icon for 1h longsword, messer, sword of war
    • fix: grand mace skin shows on player’s back after they switch to/from the weapon
    • check bDisplayOnScoreboard before counting players for autobalance (don’t count the decorative NPCs on Coldfront)

    Audio Changes

    • fix for improper vo line for archer ur welcome
    • fix for gargling wounded

    SDK Changes

    • TO2 - Mutator / map-driven TO-type mode

      • Existing objective staging code from TO will not work in TO2; there are helper nodes planned to make staging a bit easier, as well as other nodes to manually set stage descriptions and such, but these are not done and work on TO2 is currently in slow burn. This makes TO2 less suitable for “classic” TO maps right now, and more suitable to weird experimental Kismet-driven game modes (examples to come)

      • New node to set who will win when time runs out

      • CustomScoring mutator to steer scoring, kills, deaths, assists

        • add nodes to manually set kills, deaths, assists
        • events for CustomScoring; fires events on kills, deaths, assists, etc.
      • If you spawn an NPC (using Spawn Standard Bot or Spawn Custom Family Bot) with Kismet without specifying a spawn point, it will just use AOCGame’s normal spawn point selection algorithm, selecting a point from all available on the map

      • add mapinfo option to force manual kills, deaths, assists scoring

      • add node to manually set score outside of CustomScoring mutator

      • custom team setup mutator, plus support in GRI and HUD

      • VIP Mutator and KillTargets mutators

        • KillTargets – nice automatic tracking of kill targets; could be used in an LTS mode, horde mode, VIP mode, ‘peasant killing’ objective, etc.

        • VIP – is not implemented yet, however the idea is:

          • The assassination objective, reimagined as a mutator for TO2 with a nicer interface, modularity
          • child of KillTargets, some defaults set differently
          • The TO2 PC, and TO2 itself know nothing about this mutator specifically, unlike the situation with the previous solution and AOCTeamObjective/AOCTeamObjectivePC/AOCObjective_Assassination
        • “PurchaseBox” actor

          • lets you “purchase” things by subtracting points from a player’s score or from a SpecialCustomScoring mutator
    • ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes

    • Map-definable AOCFamilyInfos

      • In TO2 (only!), can be used to replace existing players’ classes

      • In all modes, can be used to spawn custom family bots

      • Changes significant portions of code, may require existing mods be updated!

        • however, the code to mod AOCFamilyInfos should be cleaner now…
    • sdk treepack branch collision set properly

      • disabled per poly so arrows/siege weapons don’t hit them
    • potentially fix issue where AOCNPC_New’s could broadcast the fact they spawned to the chat

    • add CMWSeqAction_TO2_StartResetLevel

    • CMW HUD Marker

      • Will remove itself (optionally) if owner is killed
      • New “add marker” nodes: one will just add a marker without attaching (but with more options), one is a helper that will add a marker / attach it / set it to auto-destroy when owner dies (for easy pawn attachment, for instance)
    • Set up edit conditions for customization overriding kismet functions to make prettier

    • Add CMWSeqAction_ChangePlayerWeapon (in AOC Actions as “Change Player Weapons”); lets you change an individual weapon without completely breaking the rest of the pawn’s inventory

    • add GiantSlayers pawn code to AOC

    • add an optional pawn class overrider in AOCFamilyInfo (coupled with map-definable AOCFamilyInfos, lets you, e.g., spawn giant bots)

    • Add PC as output variable for Kismet ClientToServerBridges so you know who fired the event (you could, for instance, use this to grab player button input from the client and route it to server Kismet to do… something…)

    Misc. Changes

    • Fixed chat team colours for spectators.


  • HALT THE PATCH, PLEASE
    Completely fucks up frame rendering

    Stat fps says I get the normal value, but everything in the game stutters like I was playing on 40 tops.
    Also, my amplifier picks up a sound that adjusts after the fps in any running application (don’t ask, I don’t know wtf is up with that) and I can literally hear that the game is working much slower than stat fps says it does.

    I noticed this in the beta as well, but I’m not sure I ever complained about it in the thread :L

    Edit: I’m actually not sure if it’s as bad as I say it is, but you definitively messed something up on the technical aspect, TB.

    Edit2: No, it’s definitively as bad as I say.



  • Good work as always team. :D



  • Thank you, TB. Also, what’s the Bardiche variant; A skin?
    I assume it is.

    This looks really good!

    Looks like it was supposed to be a skin as there’s a bardiche in the customization screen for vanguards (as opposed to no weapons, like maa/archer), but only one bardiche. No alternate…



  • Very Cool… Looking forward to TO2 and all its flexible glory!



  • Man, even fraps tells me I get normal FPS, when I clearly don’t. Smae goes for all graphic settings.
    It’s like the game draws all the frames, but refuses to display half of them. :/

    For what purpose would you implement a stuttering filter to the game?

    I want to thank you for the good stuff, new maps etc, but I can’t deal with this.



  • I can confirm the bad framerate.



  • My customization for FFA characters are all messed up. When I pick green or yellow for example it just switches to another color or no other color at all.



  • @B4RK:

    Man, even fraps tells me I get normal FPS, when I clearly don’t. Smae goes for all graphic settings.
    It’s like the game draws all the frames, but refuses to display half of them. :/

    For what purpose would you implement a stuttering filter to the game?

    I want to thank you for the good stuff, new maps etc, but I can’t deal with this.

    So it isn’t just me… I’m getting 60+ frames everytime but it doesn’t look like the super smooth 60 fps like in other games, it feels like 40-45 FPS… maybe it’s UDK’s fault or something.



  • Getting under 30 fps instead of normal with STAT FPS as B4RK stated.



  • @Matt95:

    My customization for FFA characters are all messed up. When I pick green or yellow for example it just switches to another color or no other color at all.

    Yeah I’m having the same issue with customization colors as well as all of the emblems are labeled wrong. I use the flailing dog and it’s showing up as an ace. I’ve had an issue for a really long time now were my shield emblem would change to an ace when I die, seems like these might be connected.


  • Mod

    My server does not show after the update… game client is updated.



  • update: It seems that my colors and emblem are fine in game but at the customization screen the colors and emblems don’t match the color and emblem selected.



  • Having same issue as B4RK.

    I’m getting terrible FPS this patch (almost 2x worse). I have a potato PC so I really feel when something is messed up, trust me. My friend noticed lower FPS aswell.

    I have heard from a bunch of people IG that damage sometimes doesn’t register (dealing 0 HP), don’t know if true though.

    Also did you guys change the 2h longsword overhead animation slightly?
    Or placebo?



  • @Dog:

    update: It seems that my colors and emblem are fine in game but at the customization screen the colors and emblems don’t match the color and emblem selected.

    This is known and is already being fixed. Thanks



  • I’m having a massive FPS drop, usually 25-30, now roughly 15-20. MY custom colors are also randomized and labeled wrong.


  • Mod

    I’m also getting terrible frames.

    “stat fps” shows 62fps, but it really seems like I’m getting 20-40.



  • @DaGGyzo:

    This is known and is already being fixed. Thanks

    People are having FPS issues too, look into that please.



  • Are these FPS drops happening in a particular map or just general?



  • FPS drops are consistent and widespread; does not vary between maps.


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