Chivalry: Medieval Warfare Patch 28 (UI Refresh)



  • **Chivalry: Medieval Warfare has undergone a drastic visual update, to improve gameplay and overall player experience!!

    If You are noticing FPS Drops Try Disabling V-Sync**

    Screens / UI Elements

    • Main Menu

      • New Frontend Map
      • Tutorial submenu in main menu (links for videos, guides)
      • Added new options to connect to the Workshop and Community through the steam overlay
      • News ticker can now be clicked to bring up the page for specified headlines through the steam overlay
      • A new Credits screen!

    Escape menu

    • New appearance
    • Buttons to open class and team select
    • Added Map Vote
    • Player List option for voting, muting etc
    • Maps available for voting are maps that are in the current map rotation
    • Server operators can limit the voting options by updating the flag “bEnableLimitedVoteMapOptions=true” under PCServer-UDKGame.ini and [AOC.AOCGame]
    • Next the server operator should add entries to the LimitedVoteMapList=AOCLTS-Arena3_p, LimitedVoteMapList=AOCFFA-Arena3_p etc

    Customization Screen

    • New appearance
    • Larger displayed pawn, weapon image previews
    • Character Click + Drag rotation functionality
    • Update the customization screen so that it fades the locked panel on mouse over
    • Hover allows users to view locked item on character

    Scoreboard

    • New appearance
    • Reworked scoreboard code
    • Map name displayed, localized
    • More mod controllable with additional text fields for stuff
    • Per-mode progress bars
    • New objective icons; settable in the game mode (most modes) or in the map (TO)
    • In post-game, an animated bar shows XP gains and how much is needed to hit the next level
    • Player count displays server max player limit
    • Spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon

    HUD

    • Re-skinned
    • New health and stamina bars with two states to indicate amount of damage taken
    • New header that shows on spawn, detailing team progress and objectives, and has a timer in it
    • “Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health. This will distinguish Team kills.
    • Victory/defeat messages properly localized
    • HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size
    • New Rank Up notification
    • “Use” hand icon switched out
    • Visually updated VO menus
    • Visually updated Vote box

    HUD Markers

    • Significantly optimized to improve player frame rate
    • Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard
    • One can remove the text from hud markers altogether

    Configuration

    • New appearance
    • Additional video options exposed (AF, AA, window mode, …)
    • Additional audio options exposed (sound channels, …)
    • There are now HUD scaling and opacity options in the configuration menu
    • Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)
    • Decal and ragdoll settings are based on maximum number of each, instead of a lifespan

    Loadout

    • New appearance
    • Player class weapon loadout now saves until player chooses to change manually

    Team select

    • New appearance
    • Player count displays server max player limit

    Join game screen (Server Browser)

    • Reskinned

    • Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it

    • Includes a legend explaining what the different colours mean

    • Adds LAN queries

    • Bots separated from players in server browser, and they won’t affect sorting

      • Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows “Players (bots)”, reflecting the new way we display bots. Column is wider to compensate.
      • Sort by ping by default for all users, not just beginners
      • Server list art polish
      • You can use the right click menu in the Join Game screen to view the server’s information
    • Hide modname for unmodded servers

    • For a server to show up in the LAN tab, it’ll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine

    • Switched History and Favourites functionality out for Steamworks’ API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something.

    Create game

    • New Create game screen
    • Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)

    Other changes

    • Game modes


      • New Duel HUD
      • TDM backported from CDW. Now based on kills, there’s no resources, and won’t get stuck in an unendable state
      • LTS backported from CDW for bug fixes etc.
    • End-game flow changed to facilitate localization etc.

    • Maplist console command updated

    • Self-damage not counted as ‘team damage’

    • Adjusted the low health Post Process chain to be a bit more red in the corners

    UI misc.


    • New cursor

    • Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)

    • New animated movie behind some screens

    • Split UI into multiple packages to reduce loading time / save memory

    • Most screens now use a shared title and close button

    • New Serif Font throughout the game (Scoreboard, Headers, Loadout…etc)

    • Added loading screen hints

    • The new dynamic melee crosshair turns red after a successful melee attack

    • New kill feed weapon icons

    • New kill feed colours

      • weapons in white
      • you appear in gold
      • blue and red used are less offensive

    Level

    • Fixed instances of players being able to hide inside rocks in Moor.
    • Fixed collision on rock which previously allowed players to find a way on top of it in Moor.
    • Fixed camp-able tree spot in Moor.
    • Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up
    • scaling up and down and flowing the wrong way)
    • Fixed string in last objective of outpost from “or” to "“and.”
    • Fixed zfighting on boats in CTF frigid
    • Paths built in TD-Frigid
    • Removed spawn occluders to make it easier to find opponents in Duel Maps. (!)
    • Fixed floating spawns in citadel.
    • Fixed spawns out of place for Agatha in throneroom on stoneshill.
    • Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags).
    • Adjusted trigger and points volumes on cart in outpost - Agatha can only push from the back and mason shouldn’t get free objective points any more
    • Players can no longer see through the Stoneshill bridge in first person
    • Fixed a bug where some crates were missing collision
    • Fixed Landscape clipping through aqueduct floor in Dark Forest.
    • Fixed minor collision bugs in Dark Forest.
    • Removed Duplicate barrel mesh in Dark Forest.
    • Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed
    • Fix issue where XP bar won’t initialize properly, or will run from rank 0 all the way to the current rank, and other things
    • Tavern: fixed vendors so they’re peasants again instead of vanguards; changed method used to force players to fists so it’s less buggy
    • Argon’s Wall: moved level load camera so it’s not outside the boundary blocking volume
    • Killing king counts as a kill
    • king and 1p mason knight sockets updated (mostly for horde support)

    SDK:

    • Automatically downloads/updates Workshop items from within the Create Game screen, allowing us to pull this functionality out of the launcher
    • Fixed redundant skeletal mesh component in AOCDeathSpike that may be causing an editor crash
    • don’t reextract every downloaded .cmwsdk file every time the game is started, only extract new ones that haven’t been extracted before (speeds up initial load into the game, doesn’t hang while loading)
    • don’t extract DW .cmwsdk files in MW (or vice-versa)
    • Re-enabled OpenGl cooking
    • Increased the workshop file size from 200mb to 400mb

    Hotfix

    • Fixed FPS drops caused by HUD
    • Fixed Dynamic Crosshair to properly be toggled off
    • Fixed Chat Lock Issue some users were experiencing
    • Fixed Darkforest Collision in the final objective (royal family)


  • its so shiny



  • I might need a Defibrillator as this looks very good indeed. Also considering rushing out for Electric now so I can try this out.



    • Increased the workshop file size from 200mb to 400mb

    Time to slap custom materials on everything!



  • @elwebbaro:

    • Increased the workshop file size from 200mb to 400mb

    Time to slap custom materials on everything!

    Woop Woop!



  • Some dang nice improvements. Looks a lot slicker.

    Now I just need those sexy new vanguard models.



  • Amazing work TB! It looks so much better now that things rescale to my potato resolution =)

    Thanks a lot!

    The best part is that now the next patch is the balance one right?


  • Developer

    @Vanguard:

    The best part is that now the next patch is the balance one right?

    Yes we are now focusing on the upcoming balance patch, will require lots of aid in testing the BETA for that upcoming patch.



  • This looks glorious :D



  • @Tibberius:

    Yes we are now focusing on the upcoming balance patch, will require lots of aid in testing the BETA for that upcoming patch.

    WOW this is even better news than the new cursor you added!



  • T’was too much to ask for a small GS nert when you’re at uploading a new version of Chiv… too bad.

    Really hope the next patch isn’t all about the Vanguard skins but approaches some of the most frustating balance issues in the game as well.

    Edit: Nevermind, Tibberius beat me to it.



  • @Tibberius:

    Yes we are now focusing on the upcoming balance patch, will require lots of aid in testing the BETA for that upcoming patch.

    Great to hear that Tibberius, you guys are doing an amazing job with this game. Wish you guys the best luck!
    Will be glad to test the new beta!



  • Glorious update people, thank you!

    And a question: that new “create game” screen… does it create multiplayer games?? If so, I think this is the best new feature in the update.



  • @fisadev:

    Glorious update people, thank you!

    And a question: that new “create game” screen… does it create multiplayer games?? If so, I think this is the best new feature in the update.

    Had a few issues with the Listen server, but it is a feature that should be coming in soon.



  • Looks fantastic. Job well done, Torn Banner.



  • @DaGGyzo:

    Had a few issues with the Listen server, but it is a feature that should be coming in soon.

    Great news!!



  • Ability to disable grass to get good fps - amazing, well done TBS.



  • Are we now unable to delete keybinds with this new patch? I have to set my keys to my lefty numpad style for the umpteenth time, and before this new UI, there was a delete button so I could delete certain keybinds because it would result in two actions being bound to one key, and now that there’s no delete button I’m having the same issue again……



  • Yessssssss



  • @Tibberius:

    Yes we are now focusing on the upcoming balance patch, will require lots of aid in testing the BETA for that upcoming patch.

    Welp, better finally install beta!


Log in to reply