Chivalry: Medieval Warfare Patch 27



  • 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 halberd 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


  • #BringBackTheOldAgathaNavyBlue

    Looks good, though.

    Edit: I think you meant polehammer, not halberd.



  • Old deathcam please



  • “Added culling for all particles on citadel”

    Why hasn’t this been done sooner!!!

    Anyhow good work on the new patch guys…



  • Can we expect fix for auto balance sometime in the future?



  • I originally planned on quoting one specific line and saying “That’s amazing!”.

    But honestly when I kept reading I found out it’s all amazing. Great work TB! Amazing patch!



  • thx guys, looking forward to map improvements.



  • Excellent, coldfront is a fun map but people have been moaning about performance on it, so that’s good news.
    Also glad to hear about low health whitewashing, think I’m guilty of some accidental TK’s for that :P



  • Very nice TB, thanks for the work guys :)

    Will play asap.

    I got a question for you guys, do you plan, at some point, to review your tutorial? Or you guys think that isn’t necessary?
    Oh yes, and the old deathcam would be great!



  • Good stuff! And now the tasty balance patch is coming…yuuuuus.



  • @Vanguard:

    Very nice TB, thanks for the work guys :)

    Will play asap.

    I got a question for you guys, do you plan, at some point, to review your tutorial? Or you guys think that isn’t necessary?

    We are aware of the state of the Tutorial. We do intend to address it sooner than later.



  • @Flippy:

    Good stuff! And now the tasty balance patch is coming…yuuuuus.

    Dis gon be guuuud.



  • unfortunately, first stage of coldfront still has terrible fps



  • so at the rate with all these updates when can we expect a cyborg horse class? maybe a bionic camel for mason



  • Thanks for the Patch. Especially for the Bot-improvement. I hope that someday the Bots will be able to block and really can simulate human players. The old Unreal games had an amazing AI with various skill levels. I would welcome them for Chivalry too, because they are needed for singleplayer or coop-mods like the dungeon-crawler.



  • @warelephant:

    Thanks for the Patch. Especially for the Bot-improvement. I hope that someday the Bots will be able to block and really can simulate human players. The old Unreal games had an amazing AI with various skill levels. I would welcome them for Chivalry too, because they are needed for singleplayer or coop-mods like the dungeon-crawler.

    The bots can parry, feint and combo feint to parry now.



  • @DaGGyzo:

    The bots can parry, feint and combo feint to parry now.

    woah, gonna have to actually test this out soon. How will a bot know when to feint to parry compared to combo feint to parry?



  • soon the bots will be called exploiters & will start making own clans



  • Can’t wait for the bots to feint Loin.



  • can we votekick a bot ?


Log in to reply