Chivalry: Medieval Warfare Patch 36


  • Developer

    New

    • New set of community-made Weapons and Helmets

      • Shark Tooth, a replacement for the Short Spear
      • Chicken Set, a Mason Knight set that replaces the Bearded Axe
      • Ornamental Set, an Agatha Knight set that replaces the Longsword
      • Styrian, A replacement for the Longsword
      • The Kin Slayer, a replacement for the Broadsword
      • Renaissance Rapier, a replacement for the Norse Sword
      • Willbreaker, a replacement for the Greatsword.
      • Shattered Star, a replacement for the Spear

    Changes

    • Disable “reversals” code for turn rate cap

      • Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren’t perfectly accurate, people aren’t perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they’re not joysticks!), so this ends up slowing people down without their realizing why they’re being slowed
    • fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)

    • the armour/character model list will no longer have weird ugly spaces if you are not a developer

    • Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)

    • Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)

    • Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone

    • Linux: Fix memory leak during and between matches. Also improves OpenGL performance by some undetermined amount (OS X and Linux).

    • Save the resolution setting even if it’s a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game’s resolution to Windowed/1920x1080; before, it wouldn’t save, because that resolution would be clamped to a lower resolution because of the window decorations)

    • Replicate Stamina over to everyone again, compressed in a Byte. Fixes “exertion sound not stopping” bug.

    • Fixed server browser refresh issue in OS X and Linux

    • Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated); conformed new map strings to Canadian English

    • Updated Korean translation, thanks Ki Hun, Sung

    • OS X: Fixed switching to fullscreen so it works the first time

    • OS X: VSync support

    • OS X: Fix mouse wheel moving your aim up and down

    • OS X: Make reverb settings more closely mimic Windows’ (affects Ruins most noticeably)

    Map changes

    • Crypts

      • Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won’t work).
      • cleaned up collision around spawn room a bit
      • Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
    • King’s Garden

      • added culldistance volume.
      • Fixed some collision issues on first area stairs.
    • Castle Assault

      • fixed wall that had no collision leading to a pit that you couldn’t get out of.
        Set torches and gates to not be completable before the match starts.
        Changed the way the burning wagon material is applied so it should work on servers.
    • Drunken Bazaar

      • Added in blockers to prevent jumping into first mason spawn from nearby roof.
      • Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
      • added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
      • Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
      • Siege weapons now get destroyed after the objective where they’re located is completed.
      • Set destructables to not cast static shadows.
      • Adjusted culldistancevolume settings.
      • Bazaar: fixed the “unkillable” peasant. Gave some peasants some hats.
      • Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
      • Floaty legs on water fixed.
    • Coldfront

      • changed culldistance volume from walls to the start of the throneroom - wasn’t working before.
      • Lowered kernel sizes for post processing.
      • Spawn less snow sprites.
      • Fixed agatha barb skins on mason suicide bots
      • fixed floating pillar torchlight meshes in throneroom
      • texture settings / sizing modifications on some textures
    • Argon’s Wall

      • Reduced LTS round time from 20 minutes to the standard 4.
    • Outpost

      • added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
      • resized some of the cowskull textures
    • Darkforest

      • very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate.
        Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
    • Stoneshill

      • FFA and TD: boarded wall windows, deleted ballistae
      • Added blocking volumes around the ceilings in the courtyard.
      • Siege weapons get destroyed when gate is destroyed.
    • Citadel

      • Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
    • Arena

      • fixed flame levers, trigger volume no longer blocks weapons

    SDK

    • Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.

    • More tools for TO2 / Modders / Crazy Mappers:

      • Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)

      • Add a new “CMWMapSpecificHUDInfo” class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It’s like magic.

        • Can be disabled with drawgfx 0 console command (togglehud won’t work).


  • Lets hope everything works as it’s supposed to!



  • @Xylvion:

    Lets hope everything works as it’s supposed to!

    As if.

    :rolleyes:



  • Wasn’t there already an Ornamental set?

    edit: n/m it was Ornate or somethin.



  • Excited about not having my turn attacks nerfed!



  • Where are the new weapons and helmets? I just downloaded the patch and non of them are in there….


  • Developer

    @Dire:

    Where are the new weapons and helmets? I just downloaded the patch and non of them are in there….

    We’re just flipping the switch on them right now :)



  • Oh cool. I thought I was gonna have to download the patch again.



  • Oh yes this sounds good, thanks for the continued support!



  • Time to find all the inevitable new bugs. Also please fix catapult fast clicks, it’s way better when its click sounds are slow.

    Also, thanks for finally adding Styrian. Been wanting this since I saw it, one of the few good skins actually added to the game.



  • @SOC:

    please fix catapult fast clicks, it’s way better when its click sounds are slow.

    +1 x ∞
    & Beyond



  • After the update I can’t get my game to work at 120 fps anymore. I’m always editing the ini file according to this guide http://www.reddit.com/r/ChivalryGame/comments/1s5hqz/unlocking_your_fps/

    but this time the game stays at 60 fps. Halp!



    • Disable “reversals” code for turn rate cap

      • Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren’t perfectly accurate, people aren’t perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they’re not joysticks!), so this ends up slowing people down without their realizing why they’re being slowed

    Yay, even less inertia. Can’t wait for people to 360 swing and reverse overhead weirdos everywhere. Yay.
    It isn’t a chivalry game anymore, people with skills are the ones who know how to glitch.



  • @MrGoodKill:

    Yay, even less inertia. Can’t wait for people to 360 swing and reverse overhead weirdos everywhere. Yay.
    It isn’t a chivalry game anymore, people with skills are the ones who know how to glitch.

    Did Reversals forbid people of 360 swings and all that, is that what you mean?

    Because it didn’t you know, it just stuck you camera for no apparently reason



  • @CrustaceanSoup:

    conformed new map strings to Canadian English

    Can I have some syntactical syrup?
    … Nice patch I guess!



  • Well this patch broke the SDK map Colosseum…… ugh…

    http://steamcommunity.com/profiles/76561197980089505/screenshot/719789632743632920



  • :O

    Noooo, what the!?

    I don’t even know what I could do about this :\



  • I have to say so far its one of better patches, having played at length last night. I simply stuck my fps
    back up at 133 and had no problems. TB might look at that broken map eventually I’d guess , not that
    it matters what the patch I note some of you do complain still just because its a habit not to
    appreciate TB’s efforts. Also it seems to be the same old complainers imo



  • Patch feels good to me so far, game is so much smoother without the turncap bug, good job.



  • Good patch, noticed no issues so far, thanks for the support TB.


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