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Besiege castles and raid villages in Chivalry: Medieval Warfare, a fast-paced medieval first person slasher with a focus on multiplayer battles
Utgivningsdatum: 16 Okt 2012
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Innehåller 2 saker: Chivalry: Medieval Warfare, Chivalry: Deadliest Warrior

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Chivalry: Medieval Warfare Patch 24

14 April 2014





Special focus on SDK-related things, Coldfront and new map variants, and a few fixes thrown in for good measure ...

The SDK changes are mostly focused on giving people more control over the game through the map editor, without having to involve a programmer. There's at least one new Torn Banner-made map utilizing the new SDK changes that will be coming to the Workshop for this patch (along with, at some point, an uncooked version so the Kismet can be reused by others). The potential applications for these changes should hopefully be more obvious then. These new additions and changes are a little experimental and most aren't going to be suitable for typical Team Objective maps, though.

Patch 24

Coldfront

  • Fixed collision on old pallisades.
  • Level load camera
  • Fixed a mesh gap
  • Removed redundant areas
  • Blocking volume pass
  • More cover on beach
  • Finished blocking in castle areas

Level Changes
  • Added LTS, FFA, and TD variants of several duel maps (for low player-count servers; we recommend a 4-6 player limit):
    AOCFFA-Bridge_p
    AOCLTS-Bridge_p
    AOCTD-Bridge_p
    AOCFFA-Cistern_p
    AOCLTS-Cistern_p
    AOCTD-Cistern_p
    AOCFFA-Courtyard_p
    AOCLTS-Courtyard_p
    AOCTD-Courtyard_p
    AOCFFA-Dininghall_p
    AOCLTS-Dininghall_p
    AOCTD-Dininghall_p
    AOCFFA-FrostPeak_p
    AOCLTS-FrostPeak_p
    AOCTD-FrostPeak_p
    AOCFFA-Mines_p
    AOCLTS-Mines_p
    AOCTD-Mines_p
    AOCFFA-Shipyard_p
    AOCLTS-Shipyard_p
    AOCTD-Shipyard_p


Gameplay / Animation Changes
  • Fixed blood mask issues with grand mace and messer variant
  • Added bardiche variant
  • Fixed arrows remaining if you cancel bow draw
  • Fixed some animation popping when switching weapons with shield
  • Fixed shield remaining up during release to parry
  • Fixed killed for idling when on catapult
  • don't allow selected king to go into spectator
  • don't pick spectators to be king
  • fixed parry riposte anim sometimes not blending
  • fixed weapon kill icon for 1h longsword, messer, sword of war
  • fix: grand mace skin shows on player's back after they switch to/from the weapon
  • check bDisplayOnScoreboard before counting players for autobalance (don't count the decorative NPCs on Coldfront)

Audio Changes
  • fix for improper vo line for archer "you're welcome"
  • fix for gargling wounded

SDK Changes
  • TO2 - Mutator / map-driven TO-type mode
    • Existing objective staging code from TO will not work in TO2; there are helper nodes planned to make staging a bit easier, as well as other nodes to manually set stage descriptions and such, but these are not done and work on TO2 is currently in slow burn. This makes TO2 less suitable for "classic" TO maps right now, and more suitable to weird experimental Kismet-driven game modes (examples to come)
    • New node to set who will win when time runs out
    • CustomScoring mutator to steer scoring, kills, deaths, assists
      • add nodes to manually set kills, deaths, assists
      • events for CustomScoring; fires events on kills, deaths, assists, etc.
    • If you spawn an NPC (using Spawn Standard Bot or Spawn Custom Family Bot) with Kismet without specifying a spawn point, it will just use AOCGame's normal spawn point selection algorithm, selecting a point from all available on the map
    • add mapinfo option to force manual kills, deaths, assists scoring
    • add node to manually set score outside of CustomScoring mutator
    • custom team setup mutator, plus support in GRI and HUD
    • VIP Mutator and KillTargets mutators
      • KillTargets -- nice automatic tracking of kill targets; could be used in an LTS mode, horde mode, VIP mode, 'peasant killing' objective, etc.
      • VIP -- is not implemented yet, however the idea is:
        • The assassination objective, reimagined as a mutator for TO2 with a nicer interface, modularity
        • child of KillTargets, some defaults set differently
        • The TO2 PC, and TO2 itself know nothing about this mutator specifically, unlike the situation with the previous solution and AOCTeamObjective/AOCTeamObjectivePC/AOCObjective_Assassination
      • "PurchaseBox" actor
        • lets you "purchase" things by subtracting points from a player's score or from a SpecialCustomScoring mutator

  • ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes
  • Map-definable AOCFamilyInfos
    • In TO2 (only!), can be used to replace existing players’ classes
    • In all modes, can be used to spawn custom family bots
    • Changes significant portions of code, may require existing mods be updated!
      • however, the code to mod AOCFamilyInfos should be cleaner now...

  • sdk treepack branch collision set properly
    • disabled per poly so arrows/siege weapons don't hit them

  • potentially fix issue where AOCNPC_New's could broadcast the fact they spawned to the chat
  • add CMWSeqAction_TO2_StartResetLevel
  • CMW HUD Marker
    • Will remove itself (optionally) if owner is killed
    • New "add marker" nodes: one will just add a marker without attaching (but with more options), one is a helper that will add a marker / attach it / set it to auto-destroy when owner dies (for easy pawn attachment, for instance)

  • Set up edit conditions for customization overriding kismet functions to make prettier
  • Add CMWSeqAction_ChangePlayerWeapon (in AOC Actions as "Change Player Weapons"); lets you change an individual weapon without completely breaking the rest of the pawn's inventory
  • add GiantSlayers pawn code to AOC
  • add an optional pawn class overrider in AOCFamilyInfo (coupled with map-definable AOCFamilyInfos, lets you, e.g., spawn giant bots)
  • Add PC as output variable for Kismet ClientToServerBridges so you know who fired the event (you could, for instance, use this to grab player button input from the client and route it to server Kismet to do... something...)
Misc. Changes
  • Fixed chat team colours for spectators.

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Chivalry: Deadliest Warrior Ceremonial Heroes Update

10 April 2014



Ceremonial Heroes Update


New

  • Achilles: Hero of the Trojan War joins the battlefield as an unlock-able Spartan skin!
    • Achilles skin also comes with an Achilles helm.
    • Each warrior class can unlock a new Ceremonial helm.
    • All Items in this update are unlocked at level 25

      Ceremonial Helms
      • Spartan
        • Spartan Royal Helm
      • Samurai
        • Edo Helm
      • Pirate
        • Admiral's Bicorne
      • Viking
        • Sutton Hoo Helm
      • Ninja
        • Ornate War Hat
      • Knight
        • Teutonic Great Helm

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Recensioner

“I saw my body slump to the floor, some distance away and then the hammer-bastard was standing over me, attempting to play croquet with what remained of my face.”
Rock Paper Shotgun

"I’m rather enamoured by the unique flavour of online combat presented by Chivalry. It’s fresh and fun, and like the very best games is easy to get into yet incredibly hard to master."
Ausgamers

New Expansion Available


Chivalry: Deadliest Warrior is a massive expansion pack that brings the most iconic warriors from the ancient world, epic new environments, and all new game modes to the already expansive base game content of Chivalry: Medieval Warfare.

Custom Map Contest!

Custom Maps and Modding Support!

Discover and download custom, player-made maps for your game. Or create your own to share with the community.

Om spelet

Besiege castles and raid villages in Chivalry: Medieval Warfare is a first-person slasher with a focus on multi-player. Featuring competitive online combat that seeks to capture the experience of truly being on a medieval battlefield. Inspired from the intensity and epicness of swordfighting movies such as 300, Gladiator and Braveheart, Chivalry: Medieval Warfare aims to bring that experience to the hands of a gamer.

The game is skill-based and controls like a FPS, but instead of guns and grenades, players are given swords, shields, maces, battleaxes and longbows. Set in a fictional, yet gritty and realistic world, players will fight in fast paced online battles besieging castles, raiding medieval villages and fighting for glory in the arena with up to 32 players.

Key Features:


  • Deep melee combat system provides players with a huge range of responsive combat options
  • Adjust your attacks and blocks in real time with the mouse for precise and full control of the action
  • Wield an arsenal of up to 60 brutal weapons ranging from broad swords and battle axes to longbows and javelins
  • Dynamic objective system brings team tactics and strategy to the forefront as players batter down gates, raid villages and assassinate enemy royalty to achieve victory.
  • Use a variety of siege weapons ranging from catapults, boiling oil, ballista, battering rams and more
  • Vast, lush environments that transport the player to a gritty and immersive medieval world.
  • Offline play options that allow players to gain familiarity with the controls and gameplay before being thrust into the action.

Systemkrav

    Minimum:
    • OS: Windows XP
    • Processor: Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 2.7 GHz (a dual-core CPU is required)
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon 3870 or higher, Nvidia GeForce 8800 GT or higher. 512MB VRAM.
    • DirectX®: 9.0c
    • Hard Drive: 7 GB HD space
    • Other Requirements: Broadband Internet connection
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Priser

Indie Game of the Year 2012 - IndieDB
Game of the Year Nominee 2012 - Gametrailers
Multiplayer FPS of the Year 2012 - Nofrag