Content Update 1 Beta 2 is live


  • Developer

    This patch does not yet contain all of the planned fixes and features from Content Update 1, and maps and new feature are not yet completely polished (for example, the maps haven’t seen a final lighting pass, you may notice missing textures, new GUI elements may not be polished, etc.). We plan to release further beta patches before this update is complete, so stay tuned!

    Please give us as much feedback as you can. Any bugs you find, any gameplay issues, any issues with the levels, any issues with the new gamemodes, we want it all. Don’t hold back, this is what the beta is here for.

    Please also try to be as detailed as possible. If you encounter a bug, try to write down the steps to reproduce it. Try to reproduce it yourself using your steps and tell us how commonly it happens. If you have gameplay criticism, again, please be detailed; “everything is terrible” doesn’t really help us much.

    If you encounter a crash, attach the right log and dump file to your reply (in your documents folder; by default on Vista/7/8: C:\Users<username>\Documents\My Games\Chivalry Medieval Warfare\UDKGame\Logs</username>)

    Major Beta 2 changes (from Beta 1):

    • new weapons (flail, heavy flail, quarterstaff, sling (has no icon, but you can still click the first button in the 4th row for archers), pole hammer)

    • numerous improvements to Citadel, Frigid, and the duel maps

    • adding Hadrian’s Wall (LTS) and Moor CTF variant

    • duel no longer crashes the server (i.e. the duel servers will stay up now), and other duel mode fixes

    • CTF capturing requires own flag to be at home, and CTF bug fixes

    • blood decals

    • many many other things

    Major Beta 1 changes:

    • New maps: Citadel (Team Objective), Frigid (LTS, CTF, TD), several duel maps, CTF variants of Ruins

    • New gamemodes: CTF, Duel

    • Alternative starting-direction for swings and overheads (default: hold Alt before pressing the attack button)

    • Various other improvements

    Known issues, etc.

    • Don’t press tab during a duel!

    • (The Duel GUI is a work-in-progress and is being overhauled and whatnot. If you press tab during a duel in this build, the duel GUI will get stuck on your screen and block your view. You can sometimes close it by opening and closing the console)

    Full patch notes:

    ! CU1 Beta 2 (r7581)
    ! - New weapons: pole hammer, flail, heavy flail, sling, quarterstaff
    ! - New duel maps: ThroneRoom, Shaft, Arena_Flat, Arena
    ! - New map: “Hadrian’s Wall” (LTS; working title)
    ! - New map variants: Moor CTF
    ! - Shored up the votekick logic. If the target logs out, forcibly end vote and add a tempban
    ! - Added burning oil return to ready sound.
    ! - Fixed ballista arrow cam
    ! - CTF: fix issue where a capping player who is in PHYS_Falling would not lose the flag after the cap, allowing an immediate double-cap
    ! - polished xbow sounds
    ! - added missing mason vanguard obj4 dynamic vo in dark forest
    ! - knight ice footsteps
    ! - sound work on frostpeak, shipyard and cistern: phys mat overrides set on all unset materials; added ice footstep sounds for all classes
    ! - added boiling oil sound
    ! - added ashy footsteps to citadel
    ! - fixed broken mat types in stoneshill TO only, fixed some channels for vo
    ! - (audio) fixes to unset phys mat types
    ! - basic ambiance for frigid
    ! - basic sound setup for mines
    ! - reverb volume work in the citadel
    ! - sound work on polehammer and ctf flag pole impacts
    ! - added pickaxe idle animation for slaves
    ! - found setting for peasant pain voices, switched from bad room sound, too beefy vanguard pain to the more fitting/better recored archer pain
    ! - fixed torch impacts with players to produce blunt impacts plus wood impact and ignite sounds
    ! - Blood decals added
    ! - Added options to change blood decal length and ragdoll length
    ! - Fixed issue where scoreboard wouldn’t work when going from duel to another game mode.
    ! - Readded duel finalization delay, so duels don’t finalize immediately as the last blow hits
    ! - Added per-team class limits
    ! - Made kick better for varying heights.
    ! - Fixed issue with javelin alt overhead attack breaking it.
    ! - Shield parry damage is now Damage / Negate
    ! - Shield stamina drain now different per shield and begins immediately
    ! - ‘Special’ dazed state added that gets activated when you parry when out of stamina or have shield up and kicked (Difference : ‘Special’ dazed state is 1.2 seconds long).
    ! - Special damage modifier for headshots for crossbows (2.0x)
    ! - 2 smoke pots to start.
    ! - Better LTS draw avoidance (team with more players at the end wins).
    ! - Crouching does not pause stamina regen (it increases to 1.6 stamina per second).
    ! - Fixed Citadel dynamic VO for 2/3 objective.
    ! - Scoreboard says server name instead of IP.
    ! - Random loadout for weapon select screen.
    ! - Citadel: new objectives
    ! - Citadel: cage objective in
    ! - TD: autobalance doesn’t engage when either team is out of resources
    ! - Optimization: don’t switch to gore mesh past a certain distance from player (tighter for medium and low detail modes)
    ! - added server option for Max Ping (set bUseMaxPingLimit=true under [AOC.AOCGame] in PCServer-UDKGame.ini, and set fMaxPing, iPingThresholdHitBeforeKick, and iSecondsToKickForPingLimit)
    ! - deleting keybinds better (solves some weird issues)
    ! - citadel: new spawns for citadel steps
    ! - citadel: new objective text
    ! - POLISH TO CITADEL lava and ambient sounds
    ! - fixed ruin cicadas that previously werent playing
    ! - Fixed issue where duels weren’t being finalized.
    ! - Persistent map music now acts as a random-music-playing jukebox
    ! - Projectiles knock helemt off (aside from on low detail mode).
    ! - Map Name is displayed without prefix and _P postfix on join game menu.
    ! - added missing fatigue swing grunts to agatha archer
    ! - Tower: collision fixes
    ! - DiningHall: layout fixes
    ! - Bridge: vary rock textures, break up flat lines
    ! - Added extra ammo option for crossbow.
    ! - Ballista bolt has splash damage.
    ! - Fixed: Burning Oil cauldrons need a sound event to cue the player as to when they are ready to be poured again.
    ! - display Team Damage and Idle Time when vote kicking
    ! - fix IK leg issues on grate mesh in AOCDuel-Cistern
    ! - Gave TempkickBan reasons that get displayed on the frontend (this is used for ping limit kicks + rank kicks).
    ! - Added rank limits to server options and server browser. (set bUseRankLimits=true under [AOC.AOCGame] in PCServer-UDKGame.ini; also set iMinRank and iMaxRank in the same section)
    ! - Separated game mode and map name on server browser.
    ! - Made the upper-limit on IK legs lower (50 to 30) (stop weird crouching look when walking over certain objects)
    ! - Fixed bug where duel would be finalized multiple times
    ! - Fixed issue where command (attack) would not be fired on server.
    ! - Fixed: Throwing axe not spinning the right way when thrown.
    ! - Fixed WaterVolume water footsteps not being registered.
    ! - Citadel: # of slaves cut down; cages added
    ! - adjust boiling sounds radii
    ! - fixed quiet waterfall in RUINS
    ! - tweaked falling sound attenuation, volume and delay
    ! - Boiling oil tip sound added.
    ! - spectator is more reliable, doesn’t toss people into PlayerWaiting when the round starts if they chose to spectate before the start; should also resolve any other issues
    ! - Spectator follow now includes zoom, uses correct GUI elements
    ! - In spectator free cam, players directly in front and within a certain distance will have their names displayed
    ! - Spectators (not those temporarily spectating, such as dead players) can spectate players on both teams
    ! - Made green messages from broadcast and objective completion a bit brighter. [lighter?]
    ! - Chat List now wraps properly and doesn’t cut off randomly \o/
    ! - Removed (PRI) and (SYS) indicators and made the text light gray (it looks more whitish though) and made blue and red lighter.
    ! - slaves all animated. front steps all arted. easier to free slaves.
    ! - You can parry out of deflect but not out of dazed.
    ! - You can pick ammo from where player died.
    ! - Join game menu has a timer to count down when the refresh is over.
    ! - Ballista and catapult turn sounds replicate properly.
    ! - Frigid: ammo boxes for CTF/TD, trap tweaks, screen shake on rolling rocks
    ! - Frigid: Raised water underneath the frozen river, made frozen river “thicker” with new vertex pain, added billboard trees into the background to help with FPS, fixed missing collision on boat ramp, fixed bad collision near ammo box
    ! - Frigid: CTF spawn area protection
    ! - lava now has burning player sounds
    ! - menu sound volume brought up to level of rest of music
    ! - omni radii’s set to footsteps and combat locomotion to fix wierd left/right channel offsets
    ! - water sounds for all projectiles
    ! - fix yellow glow on right and/or bottom sides of the screen in certain resolutions with bloom enabled (most noticeable in windowed mode)
    ! - fix: CTF needs to only allow caps when the flag is at home
    ! - don’t allow spectating someone else’s duel if you’re in the middle of a duel
    ! - fixing various other duel issues
    ! - Tab goes into duel mode menu.
    ! - duel: 10 wins to win, each round is 2.5 minutes
    ! - Once you accept a duel, you decline all incoming challenges [and the challenger declines all incoming challenges too].
    ! - Ensure players can’t enter multiple simultaneous duels
    ! - duel spectator should control like spectator in other modes
    ! - Add shadows under more HUD text
    ! - Reduce progress bar background opacity to 10%
    ! - Alternate attacks for spear slash.
    ! - Initial text for duel mode UI changed
    ! - experimental speed hack detection (disabled by default)
    ! - made objective completion times state the amount of time since the beginning of the game
    ! - if pawn collision gets stuck in another pawn, set a timer to snap out of resulting ragdoll after 0.4 seconds
    ! - Mason King uses KS helmet.
    ! - citadel: high drama sound treatment for citadel area
    ! - Manually do alt attacks with keybinds [0, 9]
    ! - Citadel Dyn Objective VO hooked in for all objectives.
    ! - citadel: chain break sound
    ! - longer pickaxe animation
    ! - citadel and peasant work for sound
    ! - citadel jump exploit blocks
    ! - citadel spawn protection for first wall
    ! - battering ram: cannot kick off players
    ! - if a player challenges a player who has challenged that player, auto-accept the duel (e.g. if both click Rematch, or click Challenge at the same time before the server can update them)
    ! - frigid: new trap animations; snowall mesh
    ! - frigid: Fixed some bugs on the traps. Open angled roof on the overlook outpost on the bridge. Snow Piles to smooth out the center. Spawn protection tweaks.
    ! - frigid: Extended the flowing river mesh. Added broken ice to the upper end of the frozen river. Raised flowing water. Improved per poly collision issues.
    ! - tower: Added blocking vols to slide the player away from the stairs when kicked out of windows, Changed Kill Z and added kill volume for falling death.
    ! - frigid: audio for traps! louder ambiance! play lts with bots for max LOLs
    ! - updated fist shove damage type to shove instead of blunt, 1h axe stab damage type to blunt
    !
    !
    ! CU1 Beta 1 (r7318)
    ! - Added 3rd/1st person spectator follow
    ! - Duel mode added
    ! - New duel maps: Bridge, Cistern, Courtyard, Dininghall, FrostPeak, Mines, Shipyard, Tower
    ! - New map: Frigid (LTS, CTF, and TD variants)
    ! - New map variants: Ruins CTF, small and large
    ! - New map: Citadel (TO)
    ! - Darkforest: fixed non channeled sluice gate and peasant vo
    ! - VO sources from the player’s pawn, and moves with it
    ! - More things cut off in Low detail mode (inventory attachments, etc.)
    ! - DF NPCs should update more quickly when hit
    ! - Updated Steam libraries
    ! - Falling screams reenabled
    ! - Pavises collide with their owner again
    ! - add bAnyUserCanGetSteamID server option for competition servers; disabled by default (add bAnyUserCanGetSteamID=true under [AOC.AOCGame] in PCServer-UDKGame.ini or UDKGame.ini; use “whois” or “getinfo” console commands)
    ! - add spectator view lock server option (add bDisallowFreelookSpectator=true under [AOC.AOCGame])
    ! - fixed some minor bugs, vulnerabilities
    ! - replace white shadow under HUD overlay text with a black one
    ! - Fixed: Falling screams for players need to stop on death/injury or landing.
    ! - darkforest: attempted to fix the fly swarms that wouldnt sound no cart in
    ! - Team balance from the team selection menu working.
    ! - Fixed: Combo tiered swing grunts should be moved up one swing to start from 2nd swing instead of third.
    ! - Print Damage to Console (when aoc_showdamage enabled)
    ! - polished 1hsharp 1p parried animation
    ! - Added alternate attacks (by default, hold LeftAlt before hitting the attack button)
    !
    ! Balancing / tweaks
    ! - Increase MAA blunt resistance by 10% (from 0.85 to 0.75)
    ! - Increase MAA pierce resistance by 5% (from 0.85 to 0.8)
    ! - Javelin reload time a bit faster
    ! - Warhammer should only 2 shot knight to the head
    ! - Bearded axe needs to be faster
    ! - Poleaxe a slight bit faster
    ! - Make Grand mace a bit faster + slash damage to 90 from 85
    ! - Increase MAA blunt resistance by 10% (from 0.85 to 0.75)
    ! - Increase MAA pierce resistance by 5% (from 0.85 to 0.8)
    ! - Messer swing needs to be swingblunt damage type
    ! - Bigger shields make your windup time with weapon slower
    ! - Zwielhander stab a bit faster
    ! - Zwielhander overhead more damage, change it to 115
    ! - Billhook windup speed faster
    ! - Slow halberd stab windup down
    ! - Reduce halberd slash damage
    ! - Increase billhook slash damage
    ! - Holy Water Sprinkler release longer (exact same values as hatchet)
    ! - Holy Water sprinkler slash should 2 shot MAA in the torso
    ! - Holy Water sprinkler stab should 2 shot archer, 3 shot maa in torso
    ! - Morning star slash damage to 60
    ! - Morning star overhead to 70
    ! - Morning star stab to 55
    ! - Reduce morning star stab windup to 0.4
    ! - Faster throw windup time for short spear could work and/or faster reload

    PLEASE READ THE FOLLOWING BEFORE PROCEEDING

    BETA

    all

    Virginia (US East)

    downloads of up to 1.3GB

    cannot

    If you have read the above and still wish to test the beta, please following these instructions:

    1. Right Click “Chivalry: Medieval Warfare” on your game list
    2. Hit Properties
    3. Click on the “Betas” tab
    4. In the dropdown menu, select the “Beta” branch. You should see "Successfully opted into the ‘Beta’ content beta.
    5. Close the window and the next time you go to launch the game, Steam will automatically begin to download the update.

    If you wish to go back to the release build, follow the above steps, except in the drop-down menu, select “NONE - Opt out of all beta programs.”

    Thanks for helping us test the patch!

    Servers:
    New Maps (Citadel, Frigid, Hadrian’s Wall): [server:6nb8jywk]184.173.185.125:7000[/server:6nb8jywk]
    Duel #1: [server:6nb8jywk]184.173.185.125:7500[/server:6nb8jywk]
    Duel #2: [server:6nb8jywk]184.173.185.125:8000[/server:6nb8jywk]
    CTF: [server:6nb8jywk]184.173.185.125:8500[/server:6nb8jywk]



  • Awesome :D I have been waiting for Beta 2 for sometime now :)



  • @CrustaceanSoup:

    new weapons (flail, heavy flail, quarterstaff, sling, pole hammer)

    MOTHER OF GOD



  • Wow i download now, i wanna ask that you will add damage decals on walls in the future patches ?
    and i hope you will add the ability of archers to kick when they are with bow equiped.



  • Downloading… if this beta works well, is there a chance we might see the patch soon? :P



  • @Louissi:

    Downloading… if this beta works well, is there a chance we might see the patch soon? :P

    That’s generally the idea! So… the sooner that you find any problems with the beta the better ;)



  • Amazing news! :D



  • SCREEEEEEEEEEEEEEEEEEEE



  • Is there any chance that you will host at least one server in Europe?



  • YES YES YES
    It is finally here!



  • Is the sling included? It’s the only new weapon i couldn’t find. Or do you need dark console magix to select it? ;) The flails and the quarter staff are nothing short of amazing after bashing in a few bot skulls with it. Polehammer handles quite differently from what i’d imagined, but that’s propably a good thing. :D
    One more thing: Are the US beta servers back up again? I saw them during beta1, but right now none show up.

    [edit] forget what i asked about the servers. didn’t see the connect links. hard to see with that spastic flail grin in my face. :P [/edit]



  • @carrion:

    Is the sling included?

    Sling? Who said anything about a sling being added in this content update? Did I miss something? :?



  • @CrustaceanSoup:

    Beta 2 changes (from Beta 1):
    new weapons (flail, heavy flail, quarterstaff, sling, pole hammer)

    Maybe i’m imagining things, but I definitely see a sling there. I this madness already? :(



  • @carrion:

    @CrustaceanSoup:

    Beta 2 changes (from Beta 1):
    new weapons (flail, heavy flail, quarterstaff, sling, pole hammer)

    Maybe i’m imagining things, but I definitely see a sling there. I this madness already? :(

    Oh… that required reading. I don’t do that. :)



  • I’m not crazy!!! YRAHAHAHAAHAAA!!
    So, where is it then? ^^



  • @carrion:

    The flails and the quarter staff are nothing short of amazing after bashing in a few bot skulls with it. Polehammer handles quite differently from what i’d imagined, but that’s propably a good thing. :D

    Can you describe the new weapons for us poor chumps at work?



  • Oh my gosh, the sling is the most awesome thing ever. I never play archer, but this is a reason to… haha of course it will get old and annoying REALLY fast, so we’ll see how it goes. But it’s just hilarious to see a bunch of archers slinging it around. Hahhaah.

    And as of right now there is no icon for it, but if you still select the blank box, it will show up.



  • Speed is good on the quarterstaff, but I think the damage is too low. It’s also pretty short for a quarter staff. I say either give it more length or more damage and keep the speed the way it is. Right now I can’t see a reason to use it over any other primary weapon in it’s current state. I love the concept though.



  • @Kimiko:

    Oh my gosh, the sling is the most awesome thing ever. I never play archer, but this is a reason to… haha of course it will get old and annoying REALLY fast, so we’ll see how it goes. But it’s just hilarious to see a bunch of archers slinging it around. Hahhaah.

    And as of right now there is no icon for it, but if you still select the blank box, it will show up.

    @kimi: thx, time for some slinging. 8-)
    @robo: Sorry, but that would be like a mute trying to tell a blind person what Yellow is. Unfortunately noone can be told just HOW awesome the quarterstaff is. You have to see it for yourself. ;P



  • I’m very excited to see Hadrian’s Wall on the new map list. Are there plans to create more historically-significant locations from medieval times in the future?


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