Chivalry: Medieval Warfare Patch 30 (Fortification Map Pack)




  • Maps
    Fortification Map Contest winning maps added to the game!
    Belmez, Castle Assault, Cove, Drunken Bazaar, and King’s Garden are now part of the game!

    • AOCTO-Belmez-CM_p
    • AOCTO-CastleAssault-CM_P
    • AOCTO-Cove-CM_p
    • AOCTO-DrunkenBazaar-CM_p
    • AOCTO-KingsGarden-CM_p

    NEW Map - details

    • Strings localizable
    • Sound pass
    • Hud and Scoreboard indication pass
    • Collision pass

    Drunken Bazaar

    • HUD tweaks. Removed some side objectives.(Build a bridge by standing here for 5 seconds.)
    • Lighting/atmosphere pass on giving drunken bazaar its own character
    • Moved assets from drunken bazaar map files to art package.
    • Created custom mesh for the rivers/waterfalls. Modified the particles around the waterfalls.
    • Added grates to the pool you poison so the water is now coming from and going to somewhere.
    • Reworked the Library Area. Arranged Book Shelves on two floors, in two clusters per floor, allowing for easier defense.
    • Removed a few unnecessary side items
    • Improved HUD indication with progress bars
    • Various Collision fixes
    • Raised path nodes to prevent peasants from spawning under landscape
    • HUD overhaul with localization setup
    • Removed Drunk shader on Objective complete. It now only impacts players in the water
    • Kismet clean up
    • Added in merchants in the stalls.
    • Put light sources and brighter lights in stalls.
    • A lot of lighting stuff and adding light sources to the palace.
    • Reworked foliage in gardens in palace and the grass material therein.
    • Put some floors in some houses.
    • Fixed normals on desert oasis houses
    • Killing peasants in Drunken Bazaar won’t be counted as a TK

    Castle Assault

    • Added torches past the burnable wagons.
    • Setup rear spawn area further from the king.
    • Replaced King spawn walls with new one.
    • Castle Assault art split off to art sublevel.
    • Setting filtering on decals.
    • Decal filtering, lightmap settings, tweaked fog, added dark landscape layer for under the river so it looks like it’s actually under water, set palm trees to dynamic lighting
    • Made the river unlit
    • Put in a skylight
    • Added lights in Castle Assault bridge area

    King’s Garden

    • Split path before King OBJ
    • Removed full scene dynamic lighting, adjusted some lightmap resolutions.
    • Relit floors one and two of the palace, added in light sources too.
    • Sped up ram animation a bit.
    • Covered a minor hole in the landscape (cliff mesh floating a bit).
    • Added in bounce lights
    • Added in some artwork on the wall in the palace.
    • A couple meshes slightly moved/swapped.
    • Fixed collision entering palace and off of mason first spawn
    • Blocked off second floor windows to prevent archers shooting down on the ram when it’s at the gate, the backside is still open.
    • Added mid ground large scale blockers to first area.

    Cove

    • HUD/Localization setup. Barricades added after ram. Spawn exit improvements. Minor props added for cover/variance at end of push.
    • Cove art moved to cove_art.
    • Changed sky and water. Slight lighting change.
    • Modified grass, had to recreate it moving the level to internal repository
    • Tweaked cathedral lighting. Modified cathedral arched door meshes. Some material swapping in the cathedral so all ceilings now don’t use wall materials. Arted the cannons and gave them a cannon particle.
    • Removed toggleable point lights, were causing a slight build crash.
    • Added sound to door destruction on battering ram into church
    • Made cove ram wheel’s spin faster so they slide less.
    • Toggle off the fire and dynamic lights after 16 seconds when you burn the libraries.
    • Set phys mats on all materials in civ-cove.
    • Fixed instances of players falling through the map
    • Fixed cove door collision
    • Deleted duplicate ballistae, lifts rope, and ammo boxes
    • Added and tweaked Objective Points
    • Added a marker to the optional door in the Cathedral.
    • Set Torches to distance based HUD to reduce marker clutter.
    • Fixed broken indication on the alter.
    • Removed a campy archer spot by the Cathedral door.
    • Removed exploit locations.
    • Reduced torches needed to burn down archer towers.
    • It is now required to complete all of the Cathedral objectives for victory.

    Belmez

    • Added forward spawn option to skip boat segment.
    • Cleaned up the swamp paths, added visual blockers and path dividers.
    • Added Cover to the swamp area.
    • Replaced Left swamp path with a bridge to vary the area a bit.
    • Added a Hut for Cover on the right Path.
    • Added Ramp collision to the spawn boats.
    • Added a structure + trees to the end of the pushable path to provide cover, and add a flanking option.
    • HUD/Scoreboard integration and Localization strings.
    • Belmez Switched non gameplay matinee to client side.
    • Replaced a few static interp actors with static meshes, swapped all the decalmovableactors for decalactors, changed interpactor sky to static mesh.
    • Had to recreate the landscape, original painting intact but foliage layers lost, he water line is now mud instead of there being grass underwater.
    • Optimization tweaks, lighting settings, phys assets, changing dynamic actor types that aren’t dynamic to static actor classes.
    • Added indication when one puts out a fire
    • hefty lighting revamp in the whole of the keep, a lot of the first wall.
    • Redid the wall material with vertex paint and object radius scaling so the texels should all be the same size.
    • Raised some swamp paths that were a little too sunken.
    • Added fill lights in forest around the corpse tree.
    • Added destruction particle effects on cart+gate.
    • Added footstep sounds

    Balance Changes

    • Increased Greatsword slash windup from 0.5 to 0.55
    • Increased Greatsword overhead windup from 0.5 to 0.575
    • Increased Brandistock slash windup from 0.5 to 0.6
    • Increase chase mechanic boost to speed by 10%
    • Messer OH windup slowed 0.55 to 0.6
    • Messer OH damage increased from 90 to 95
    • Messer OH damage type changed to cut from chop
    • Broadsword stab windup increased from 0.45 to 0.5
    • Broadsword OH windup increased from 0.4 to 0.45
    • Light crossbow damage decreased to 80 from 98
    • Warbow dmg from 105 to 90
    • Warhammer OH dmg from 80 to 82
    • Warhammer stab dmg from 35 to 40

    Listen servers added

    • Players can now host their own servers and play with their friends. Start a listen server from the Create Game screen.
    • The Steam master server will not NAT punch; i.e., unless you forward ports on your router (default: 7777 and 27015) you will not see your server in the server browser. However, it will show as a LAN server on your LAN, and will also be joinable through the Steam friends list (not the Friends tab in the browser)

    New

    • Added Message of the Day functionality for dedicated servers. See this thread for instructions
    • New and Sales items highlighting in the customization screen

    Bug Fixes

    • Fixed: Ballista sometimes rotate on the wrong axis and get rotation-limited

    • The title was not being shown on horde weapon purchase boxes…now it shows properly

    • Fixed issue where a crash happens when you

      • 1. Open Join Game
      • 2. Through Join Game, join a Full server, server with different DLC than you, or server that otherwise fails the “open” command
      • 3. Through Join Game, join another (or the same) server
    • Fixed tabs at top of server browser jittering or going dark inappropriately

    • Fixed some audio code that was crashing (uncertain incidence rate)

    • Fixed an odd game exiting crash

    • Scaled/moved the helmet socket to keep from clipping with the hair.

    • Re-copied the sockets to make the agatha vanguard have sidearms visible on him.

    • Fixed bug where one would have to repeatedly download the same workshop content if they remained on the same server where it was initially downloaded from

    • Fixed a Crash caused by Bink video during loading transitions

    • When dodging in flinch state Man-At-Arm can no longer attack until flinch timer has expired

    • Avian rage now properly drops when wielder is killed.

    Improvements

    • Fix Malric’s face’s normal map’s inverted green channel

    • Added more patterns to dlc vanguards

    • If the server is set to have a limited vote map list then all votechangemap console commands will also adhere to the limited vote map list

    • Disable anims after ragdoll, and disable all skelmesh ticking when physics asleep

      • Reduces creepiness, reduces performance hit
    • Added Physmat settings for Cove and Castle Assault

    • Renamed Contest maps to discern between SDK versions

    • Generally reduced memory use and loading times

    Hotfix 1

    • Fixed the following weapons scaling:

    • AOCWeaponAttachment_Bearded

    • AOCWeaponAttachment_BroadDagger

    • AOCWeaponAttachment_DoubleAxe

    • AOCWeaponAttachment_Hatchet

    • AOCWeaponAttachment_HolyWaterSprinkler

    • AOCWeaponAttachment_HuntingKnife

    • AOCWeaponAttachment_Maul

    • AOCWeaponAttachment_PickAxe

    • AOCWeaponAttachment_ThrustDagger

    • Fixed Customized weapon skins being worn without ownership

    • Revamped Foliage in Belmez

    • Fixed Gate collision at second objective in Belmez

    • Added New Polycount contest Helms for Contest participants

    • Fixed a delegate crash if switching from customization screen to a map at the right time



  • Kewl Bro. Lets see how it is!

    Where da update at.



  • woo chiv is b0l0nce



  • I enjoy updates, especially for games I enjoy.



  • The brandistock needs to have its slash speed reverted and the damage nerfed. Slash is the only option in distance keeping and retaining initiative in combat. It’s op because it’s extremely fast and wayyy too damaging. It needs to be kept extremely fast but only do slightly more damage than the spear.



  • rip warbow

    @Huggles:

    The brandistock needs to have its slash speed reverted and the damage nerfed. Slash is the only option in distance keeping and retaining initiative in combat. It’s op because it’s extremely fast and wayyy too damaging. It needs to be kept extremely fast but only do slightly more damage than the spear.

    the spear slash should be brought up to par with the brandi slash

    needs moar dmg



  • Aww yiss, sorely needed maps



  • Light Crossbow damage 80
    Warbow damage 90

    Think about that for a minute.



  • Yes! Hurry for user generated content! Congrats all.



  • You need to look over the balance change notes, Two about GS overhead windup, the messer slash damage could just be removed as it’s not changed at all, LCB was 98 before and was lowered to 70 then increased to 80, says from 70->80 only.



  • Joined match, immediately got rekt by lightning fast GS OH ripostes.

    They’re still there though. Not sure what changed but it feels indifferent to me.



  • This post is deleted!


  • Now that the patch is live, your job has just begun. Don’t stop balancing and patching quickly like you did last year and keep listening to our feed back.



  • “User generated maps” and “100% free” = DUH.
    Not complaining about a little more content though.



  • @Rickvs:

    Joined match, immediately got rekt by lightning fast GS OH ripostes.

    They’re still there though. Not sure what changed but it feels indifferent to me.

    Does changing the regular windup time not affect the riposte time at all or something?



  • I’m crashing everytime i go to change my loadout in live now, the beta was crashing more than live before but it seems something carried over. If i pick my class and first weapon it was fine, but once i go to change class the 2nd or 3rd time its over

    Also if i try to skip the opening videos it crashes and it did not used to.

    Also i am running it in 32 bit,



  • @dudeface:

    Does changing the regular windup time not affect the riposte time at all or something?

    it does, its much slower



  • Weird. Well here are my patch experiences.

    Got rekt by GS OH riposte. Handlehit maybe?
    Spawned as a Knight and noticed by Double Axe looks way shorter than usual. Good job on that because it means you either nerfed an already next to useless weapon without even telling us about it, created a bug that goes for every Knight primary and somehow failed to notice+fix it before release, or fucked something else up because the weapon still seems to have its regular size when on my back.

    Broadsword nerfed way over the top. I get that you want more MAA primaries to be viable, but if anything you made Knight VS MAA even harder than it already was. Knights use Broadsword too, you know.

    Game is still Dancing Simulator 2014. Can we, PLEASE, get forward chase back? I am just so tired of the endless ftp’s as a Knight because all Knight weapons are short as hell while other classes can easily turn around and take 1 step forward to “dodge” your attack.
    If reach=OP is the concept Chivalry is going for, then at least give Knights some love in that regard. Buff speed, bring back forward chase or just give all the weapons some extra reach because I can’t stand this anymore. People are taking 3 steps back instead of parrying and get away with it 80% of the time too.

    TLDR Most importantly, something’s wrong with Knight primary weapon sizes.



  • Cove is extremaly bugged, nearly unplayable.
    No hud, bugged entrances everywhere, double ram at the end, destroyed statues dont show as destroyed and many other bugs.



  • @Soldier1stClass:

    I’m crashing everytime i go to change my loadout in live now, the beta was crashing more than live before but it seems something carried over. If i pick my class and first weapon it was fine, but once i go to change class the 2nd or 3rd time its over

    Also if i try to skip the opening videos it crashes and it did not used to.

    Also i am running it in 32 bit,

    Can you please provide us with a .dmp file. Send it to contact@tornbanner.com


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