CU1 Patch 1 Now Live! March 29, 2013



  • Patch 1 is now live! But don’t go uninstalling that beta app just yet. We’ve been hard at work even as we waited for the kinks in Patch 1 to be worked out, and are going to push out a new beta for gameplay related issues and balance as detailed earlier as soon as we possibly can. Until then, enjoy the fixes in Patch 1!

    Patch highlights for those who don’t care to look through the entire changelog:

    -Improved and optimized server browser
    -Greatly rebalanced Citadel and Hillside
    -Optimizations to both framerate and terrain smoothness on several problematic maps
    -Better block detection
    -Two new maps: AOCFFA-Tavern_P (Fists only!) and AOCDuel-Moor_P

    And of course much, much more; check the bottom of this post for the changelog, and stay tuned for more!

    CU1P1B1 is now available. Everyone who owns the game should now see a “Chivalry Medieval Warfare Beta” in your steam library. You may need to restart Steam to see it. We currently still have limited numbers of servers, but we’re going to be expanding that. Third parties can also host beta servers the same way as they did in previous betas.

    CU1 Patch 1 beta was sent to Valve a few days ago, we’re just waiting on them to release it. The new beta will be available in a much more convenient format - rather than having to switch between the current patch and the beta patch and go through the lengthy download every time you want to swap, we’ll have a separate Chivalry: Medieval Warfare Beta app that you’ll only have to download once (and update whenever it’s updated). This will also allow us to run larger betas in the future, which will be especially useful for testing out balance changes.

    The focus of Patch 1 will be map balance and bug fixing, so that the live version can be as stable as possible - after that, we’ll be pushing a follow-up Patch 2 on to the beta app as soon as possible which will test balance and gameplay mechanics changes, so we can get more comprehensive feedback on balance before it goes live and use the time in between to fix up any bugs we missed from Patch 1.

    Note: Stats are separate in the beta, including your rank, experience, and duel wins! Some stats are also absent (temporarily, we’re fixing it!), so some stats-related things will be mixed up. Duel stats, for instance, may display weird values.

    Release Candidate 1 (Beta 2) is now up, new change log listed below.

    Patch 1 RC1 Changelog:

    ! - Citadel optimizations.
    ! - Fixed Mason knight helmet and archer quiver belt not working on server.
    ! - Fix queues not working when queue window is longer than the state animation.
    ! - Remove parry queuing during active parry (still queues during recovery).
    ! - Fixed pessing sprint key during duel ready-up unfreezing you.
    ! - Blocked use of the -benchmark launch option.
    ! - Hillside
    ! – Fixed some map exploits.
    ! – Fixed fall damage from final defending spawn.
    ! – Fixed trebuchet 3 still being labeled as 4 in the chat message signaling its destruction.
    ! - Default weapon queue length included in DefaultSettings.ini
    ! - Throne room in Citadel brighter.
    ! - Fixed missing commander VO from stage 4 of Citadel.
    ! - Fixed silent mine cart and removed riot sounds from old cage positions.
    ! - Removed soundcues from citadel workers.
    ! - Fixed a hit registration issue in the tutorial.
    ! - Fixed server browser not displaying all servers on refresh.
    ! - Made sure all commander VO was in chatter so players can turn it off if they don’t want voices.
    ! - Fixed a server crash that can only happen when server is running UDKGame.exe (though servers shouldn’t be running UDKGame.exe; use UDK.exe or UDKLogging.exe!)

    Patch 1 Beta 1 Changelog:

    ! UI
    !
    ! General:
    !
    ! -Fixed an issue causing veteran helmets to be unusable.
    ! -Fixed bodkin and broadhead arrows having their icons reversed in weapon select.
    ! -Updated Polish localization. (Earlier mini-update)
    !
    ! Scoreboard:
    !
    ! -Fixed team score cutting off with four digit numbers.
    ! -Removed overall progress bar.
    !
    ! Server browser:
    !
    ! -Improved text and scroll bar alignment.
    ! -Darker background color.
    ! -Added perspective lock filter.
    ! -Added duel to game mode filter.
    ! -Added the ability to save/reset/load/apply filters.
    ! -Fixed the server list not fully populating.
    ! -Fixed an issue with steam authentication causing incorrect player numbers.
    ! -Fixed some filter settings.
    ! -Server browser has also received several bug fixes and optimizations.
    !
    ! Server/Console:
    !
    ! -Added new config variable for duel mode: bUseCustomNumberOfGamesToWin
    ! -Added new command to change the length of the attack queue window: SetQueueWindow
    ! -Fixed certain system messages not showing in chat (e.g. admin logins).
    ! -Fixed being able to vote to change to the tutorial map.
    ! -Fixed mistyping a map name in a vote triggering the delay between being able to call a new vote.
    !
    !
    !
    ! Maps/Game Modes
    !
    ! Duel:
    !
    ! -Reduced ship speeds on Shipyard, fixed collision issues.
    ! -Spawns moved to the center on the flat variation of Arena.
    ! -Fixed exploit spots in Courtyard and Frostpeak.
    !
    ! CTF:
    !
    ! -Victory is now awarded to the proper team when the map time limit expires.
    !
    ! LTS:
    !
    ! -Added “Press E to use” indicator on fire trap switch in Arena.
    ! -Various framerate optimizations on Frigid.
    ! -Fixed CTF flags in LTS variation of Ruins.
    ! -Fixed being able to jump on some of the boulders on Moor (for all variants).
    !
    ! Team Objective
    !
    ! Citadel:
    !
    ! -Aggressive optimization work has been done to improve framerates.
    ! -Fixed defenders taking fall damage when jumping from their fourth spawn.
    ! -Fixed invisible wall blocking ammo box.
    ! -Fixed the ability to enter certain spawns.
    ! -Fixed textureless blocks.
    ! -Fixed many collision issues.
    ! -Fixed nonfunctional warning pyre particles that were meant to alert defenders when attackers are in a certain area of the second slave objective.
    !
    ! First Objective
    !
    ! -Reduced the playable space on the first area, shortening the run for attackers.
    ! -The palisade has been moved back.
    ! -Defenders now spawn behind the palisade rather than on top of the wall.
    !
    ! Second Objective
    !
    ! -Number of slave cages reduced to 8 from 11.
    ! -Locks require 7 hits to destroy from 5.
    ! -Some locks removed from cages to funnel attackers.
    !
    ! Final Objective
    !
    ! -Added two ammo crates on the stairway wings.
    ! -Moved attacker spawn back to the base of the stairs.
    !
    !
    ! Hillside:
    !
    ! -Signal Fire reduced to 30/10 seconds to Capture/Extuiguish, down from 45/15.
    ! -Trebuchet 3 removed.
    ! -Number of ballista hits required to sink a ship down to 7 from 10.
    ! -Collision overhaul - stuckspots, exploits and bugs fixed.
    ! -Fixed torch pits deflecting attacks.
    ! -Fixed collision on trees.
    ! -Fixed some areas in the first attacking spawn blocking arrows.
    ! -Fixed collision on trees.
    ! -Fixed being able to enter spawns.
    ! -Fixed respawn area on the FFA version of HillsidePyre allowing players to change loadout on the fly.
    !
    !
    ! Stoneshill:
    !
    ! -Fixed being able to get on the castle wall after the gate is destroyed.
    ! -Collision fixes and smoothing.
    !
    !
    ! Sound
    !
    ! -The bird is no longer the word (on Battlegrounds).
    ! -Added missing commander VOs for Citadel.
    ! -Added missing “All Clear” VO for Agatha Man-at-Arms.
    ! -Fixed an issue with ballista bolts playing sounds too often.
    !
    !
    ! Gameplay
    !
    !
    ! -Fixed an issue causing blocking to sometimes require more precision than intended.
    ! -Fixed an issue related to attack queueing which caused shields to appear up for the client while not actively blocking.
    ! -Fixed kick/shield bash recovery time on some weapons being .1 longer than intended (Broadsword, 1H Longsword, Flail, Heavy Flail)
    ! -Fixed Billhook and Bardiche using the wrong damage type for sprint attacks. (changed from Swing to Pierce)
    ! -Fixed flinch not applying in deflected state (hitting the ground/being parried).
    ! -Fixed attacks queuing during an active parry, potentially causing you to launch a second attack after a counter-attack.
    ! -Narrowed attack queuing window for some states to prevent some unwanted inputs (the queue time can be configured in UDKSettings.ini if you want it longer or shorter)
    ! -The game now remembers the sprint button being held down, putting you into sprint again if your sprint is stopped for some reason.
    ! -Broad Dagger stab damage from 40 to 35
    ! -Broad Dagger overhead damage from 35 slashing to 40 piercing
    ! -Hunting Knife overhead damage from 40 to 45
    ! -Thrusting Dagger stab damage from 45 to 40
    ! -Thrusting Dagger overhead damage from 30 slashing to 45 piercing
    !
    ! Animation
    !
    !
    ! -Fixed camera offset issue with 2handed knight swords when crouching in first person.
    ! -Fixed grand mace overhead to slash combo releasing from the wrong side.
    ! -Hunting Knife overhead animation is now a slash to match its damage type.
    ! -Updated some alt swing animations to be consistent with normal swings throughout the entire release.



  • 8-)



  • Oh no, you fixed the bodkin/broadhead arrows! I’ve gotten so used them being switched I’ll be selecting the wrong one all the time now. :P

    But seriously, the Citadel and server browser fixes are a godsend - thanks so much for all your hard work.


  • Developer

    We may be releasing this on the Beta branch shortly as we did previous builds until the separate Beta app is unlocked.



  • @Andrew:

    8-)



  • @SlyGoat:

    The game now remembers the sprint button being held down

    yay

    @SlyGoat:

    Fixed an issue causing blocking to sometimes require more precision than intended.

    double yay



  • Love you guys! :D



  • @SlyGoat:

    Narrowed attack queuing window for some states to prevent some unwanted inputs (the queue time can be configured in UDKSettings.ini if you want it longer or shorter)

    YAY! What’s the min / max settings for this? I’ve personally always hated the queueing system and would rather it just do what I bloody want, when I bloody well want it!

    @SlyGoat:

    The game now remembers the sprint button being held down, putting you into sprint again if your sprint is stopped for some reason.

    Big quality of life change, awesome!

    Btw all patchnotes should now be ended with:

    Psst, you have this in twice:

    -Fixed collision on trees.



  • With the changes to flinching did you fix the bug where if two people hit eachother at the same time the person who hit second can combo?



  • Hillside:

    -Signal Fire reduced to 30/10 seconds to Capture/Extuiguish, down from 45/15.
    -Trebuchet 3 removed.
    -Number of ballista hits required to sink a ship down to 7 from 10.

    Hm? I wonder how will this play out.



  • @BobT36:

    ….all patchnotes… ended with:

    ^



  • Yes! I hope to get back into this game as I was with the initial release now. Amazing work guys!



  • Remember this is only a BETA test of these changes guys, so don’t go off on one with “OMFG BROKEN, NEVER BUYING ANOTHER GAME FROM TORN BANNER 4 LYF!!!11”.

    The whole point of Beta testing something is to weed out problems so, the more are found and the more feedback given (postive or negative, constructively…) the better.

    (Just being pre-emptive here).



  • I LOVE YOU TB! :D



  • nice… what about the alt slash , fast parry, invisible bug etc? :D



  • @BobT36:

    Remember this is only a BETA test of these changes guys, so don’t go off on one with “OMFG BROKEN, NEVER BUYING ANOTHER GAME FROM TORN BANNER 4 LYF!!!11”.

    The whole point of Beta testing something is to weed out problems so, the more are found and the more feedback given (postive or negative, constructively…) the better.

    (Just being pre-emptive here).

    This also isn’t the only patch. So if something that grinds your gears didn’t make it, that doesn’t means we are ignoring it. It means were are looking at reproducing and/or coming up with a solution.



  • -The bird is no longer the word (on Battlegrounds).

    lol

    nice list, I expected as much, top class team

    yeah yeah beta is supposed to be buggy as other said remember that, its testing designed to help them smooth out the patch before release

    p.s. the queing before the last patch worked way better fort he 2h maul lmb and bardiche, I would just click click click lmb in ffa and it would smoothly combo with no problems, I hope that aspect of queing has reverted back



  • Time to reinstall!!! 8-)

    edit:

    -The game now remembers the sprint button being held down, putting you into sprint again if your sprint is stopped for some reason.

    oh my!



  • -Trebuchet 3 removed

    What? Why?



  • Hopefully this will quell the unruly peasants… at least for a day… some people will never be pleased. Good work TB. I for one have faith and patience this game will be improved over time.

    P.S. No men at arms dodge fix this round :(. One day I will be able to dodge without rubber banding :-0)


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