BETA - Chivalry: Medieval Warfare Patch 27



  • BETA - Chivalry: Medieval Warfare Patch 27

    Focus on Fixes and Improvements!

    **Gameplay
    **

    • Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
    • Fixed archer bots on server. They will actually hit players now with ranged weapons.
    • The reach for the polehammer and quarterstaff now displays properly in the weapon selection menu.

    **General
    **

    • Boiling oil splash now shows on servers
    • Fixed 1p double axe sprint animation
    • Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
    • Players would experience a crash joining a match after having visited the customization menu
    • Fixed a variety of carried weapons visibility in 3rd person
    • Reverted back to old Mason brown primary colour.
    • Re-positioned Mason barb archer helmet to prevent clipping
    • Brightened mason vanguard barb metal chest plate for better emblem visibility.
    • Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
    • Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
    • Korean translation: Steam build scripts updated, localization .ini added

    Maps

    Outpost

    • Fix for players being able to skip the breakable objective

    • Replaced the blaze mesh with a barb

    • Outpost Objective Tweaks.

      • Playspace modifications around falling log.
      • Capture Volume and Barbarians killed required to win now.
      • Condensed Objective Text. Changed language on Outpost to support final objective.
      • More safety checks for the final capture volume
      • Changed outpost chieftains to be wearing cow skull helmets.

    Coldfront

    • Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds

    • Improved Cull Distance Volumes on Beach and in the Castle.

    • Removed Ice Rock from “Boat Ramp” path.

    • Removed spec off of the landscape material which should help performance

    • Deleted a few meshes that weren’t needed in order to lower drawcalls by a very small amount

    • Lowered number of materials on the keep meshes

    • Coldfront ocean material have significantly fewer instructions, may help performance

    • Replaced all bsp with meshes

    • Added epic blocking volume in harbor area for the floor

    • Replaced fracture mesh doors with static meshes.

    • Added minor Set dressing inside castle walls.

    • Added collision to back wall in throne room

    • Refined playspace around Courtyard.

      • Cover Pass
      • Added more props

    Hillside

    • Made spectral echo ghostly again
    • Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
    • Added some barrels in caves to prevent stuck collisions
    • Tweaked arch collision
    • Put the breaking wall on precomputed lighting
    • Aligned flames with stationary torch meshes
    • Minor fixing of a couple ruined meshes
    • Garbage cleanup on variant levels
    • Replaced unclothed flags with static mesh versions with lightmaps
    • Created lightmap UV for broken lighthouse

    Battlegrounds

    • Minor optimization: Replaced a few skeletal meshes,
    • Adjusted some culling distances
    • Removed a few background assets.

    Darkforest

    • Minor optimization: Non-gameplay relevant particles only show up on medium settings now

    Stoneshill

    • Removed floating arrows in village

    Citadel

    • Visual improvements to the broken wall
    • Added culling for all particles
    • Reduced particles for low settings
    • Added in a cheaper tower mesh with 3 rather than 6 material IDs and replaced instances in the background with it.
    • Made changes to the kismet so that the broken wall mesh does not matinee up it just toggles collision off and on


  • Quite a nice streak with the patching, guys.

    But, TB, please HELP small communities T_T… HALP!



  • Should say the reach for the polehammer and quarterstaff now displays properly in the weapon selection menu right?

    Anything you can do about fps on the last hillside objective? Whenever the screen shakes from the siege frames just go to complete shit.



  • Not really that impressive, but least it is a patch…oh I mean…beta patch.

    Why do fixes need beta testing?



  • @DaGGyzo:

    • The reach for the polehammer and quarterstaff now displays properly in the weapon selection menu.

    It has finally happened.



  • @wildwulfy:

    Not really that impressive, but least it is a patch…oh I mean…beta patch.

    Why do fixes need beta testing?

    you’re asking this, seriously or are you trollin?

    Hey guys, is wulfy trollin again?.. I can’t tell these days… :D



  • When will our brave Warriors finaly get real beards? :D
    but nice changes

    Why do fixes need beta testing?

    i once was a testing member of a little submod… our team leader wanted to release a fix… i asked him “When will we test it?” he said “such a fix update doesn’t neet any tests”… long story made short: after that i gave him the Nickname “Mr. Fix-update-doesn’t-need-any-tests” 'cause it made the whole game verry buggy :D



  • Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health

    This is probably my favorite bit. Awesome.

    Everything else is great too, should help with fps issues. But seriously, WE WANT DAT ARCHER NERF



  • Yeah balance patch plz.



  • Where are the balance changes?



  • So it was true.

    @Andrew:

    This is the level of fitness we maintain at Torn Banner Studios. 6 Hours of bench pressing, 2 hours of work per day.



  • @Edmund:

    So it was true.

    Don’t talk big, Andrew can slap you once on the neck and break it.



  • @Edmund:

    So it was true.

    My Ban Hammer is pretty heavy. Have to maintain good form.

    Hasn’t banned anyone in almost a year



  • @DaGGyzo:

    you’re asking this, seriously or are you trollin?

    Hey guys, is wulfy trollin again?.. I can’t tell these days… :D

    Sassy Torn Banner lately! I like it. Will test soon to make sure nothin’s broke.





  • New patch is always gud



  • You know that balance patch that the community has been talking about and asking for? yeah it would be great if you listened



  • @Limbo:

    You know that balance patch that the community has been talking about and asking for? yeah it would be great if you listened

    Would you like a rushed balance patch?



  • Did you change a certain something from .8 to .9 if not why.



  • @swagfox:

    Did you change a certain something from .8 to .9 if not why.

    that would be balancing


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