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Chivalry: Medieval Warfare

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Announcement - Valve
Today's Deal: Save 75% on Chivalry: Medieval Warfare!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time
Community Announcements - Postpwn
***Hotfix***

  • Fixed FPS drops caused by HUD
  • Fixed Dynamic Crosshair to properly be toggled off
  • Fixed Chat Lock Issue some users were experiencing
  • Fixed Darkforest Collision in the final objective (royal family)
Community Announcements - Postpwn
Chivalry: Medieval Warfare has undergone a drastic visual update, to improve gameplay and overall player experience!

Screens / UI Elements


  • Main Menu

    • New Frontend Map
    • Tutorial submenu in main menu (links for videos, guides)
    • Added new options to connect to the Workshop and Community through the steam overlay
    • News ticker can now be clicked to bring up the page for specified headlines through the steam overlay
    • A new Credits screen!


Escape menu

  • New appearance
  • Buttons to open class and team select
  • Added Map Vote
  • Player List option for voting, muting etc


Customization Screen

  • New appearance
  • Larger displayed pawn, weapon image previews
  • Character Click + Drag rotation functionality
  • Update the customization screen so that it fades the locked panel on mouse over
  • Hover allows users to view locked item on character


Scoreboard

  • New appearance
  • Reworked scoreboard code
  • Map name displayed, localized
  • More mod controllable with additional text fields for stuff
  • Per-mode progress bars
  • New objective icons; settable in the game mode (most modes) or in the map (TO)
  • In post-game, an animated bar shows XP gains and how much is needed to hit the next level
  • Player count displays server max player limit
  • Spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon


HUD

  • Re-skinned
  • New health and stamina bars with two states to indicate amount of damage taken
  • New header that shows on spawn, detailing team progress and objectives, and has a timer in it
  • “Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health. This will distinguish Team kills.
  • Victory/defeat messages properly localized
  • HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size
  • New Rank Up notification
  • “Use” hand icon switched out
  • Visually updated VO menus
  • Visually updated Vote box


HUD Markers

  • Significantly optimized to improve player frame rate
  • Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard
  • One can remove the text from hud markers altogether


Configuration

  • New appearance
  • Additional video options exposed (AF, AA, window mode, …)
  • Additional audio options exposed (sound channels, …)
  • There are now HUD scaling and opacity options in the configuration menu
  • Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)
  • Decal and ragdoll settings are based on maximum number of each, instead of a lifespan


Loadout

  • New appearance
  • Player class weapon loadout now saves until player chooses to change manually


Team select

  • New appearance
  • Player count displays server max player limit


Join game screen (Server Browser)

  • Reskinned
  • Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it
  • Includes a legend explaining what the different colours mean
  • Adds LAN queries
  • Bots separated from players in server browser, and they won't affect sorting
    • Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows "Players (bots)", reflecting the new way we display bots. Column is wider to compensate.
    • Sort by ping by default for all users, not just beginners
    • Server list art polish
    • You can use the right click menu in the Join Game screen to view the server’s information

  • Hide modname for unmodded servers
  • For a server to show up in the LAN tab, it'll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine
  • Switched History and Favourites functionality out for Steamworks' API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something.


Create game

  • New Create game screen
  • Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)


Other changes

  • Game modes

    • New Duel HUD
    • TDM backported from CDW. Now based on kills, there’s no resources, and won't get stuck in an unendable state
    • LTS backported from CDW for bug fixes etc.

  • End-game flow changed to facilitate localization etc.
  • Maplist console command updated
  • Self-damage not counted as ‘team damage’
  • Adjusted the low health Post Process chain to be a bit more red in the corners


UI misc.


  • New cursor
  • Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)
  • New animated movie behind some screens
  • Split UI into multiple packages to reduce loading time / save memory
  • Most screens now use a shared title and close button
  • New Serif Font throughout the game (Scoreboard, Headers, Loadout..etc)
  • Added loading screen hints
  • The new dynamic melee crosshair turns red after a successful melee attack
  • New kill feed weapon icons
  • New kill feed colours

    • weapons in white
    • you appear in gold
    • blue and red used are less offensive


Level


  • Fixed instances of players being able to hide inside rocks in Moor.
  • Fixed collision on rock which previously allowed players to find a way on top of it in Moor.
  • Fixed camp-able tree spot in Moor.
  • Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up
  • scaling up and down and flowing the wrong way)
  • Fixed string in last objective of outpost from "or" to ""and."
  • Fixed zfighting on boats in CTF frigid
  • Paths built in TD-Frigid
  • Removed spawn occluders to make it easier to find opponents in Duel Maps. (!)
  • Fixed floating spawns in citadel.
  • Fixed spawns out of place for Agatha in throneroom on stoneshill.
  • Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags).
  • Adjusted trigger and points volumes on cart in outpost - Agatha can only push from the back and mason shouldn't get free objective points any more
  • Players can no longer see through the Stoneshill bridge in first person
  • Fixed a bug where some crates were missing collision
  • Fixed Landscape clipping through aqueduct floor in Dark Forest.
  • Fixed minor collision bugs in Dark Forest.
  • Removed Duplicate barrel mesh in Dark Forest.
  • Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed
  • Fix issue where XP bar won't initialize properly, or will run from rank 0 all the way to the current rank, and other things
  • Tavern: fixed vendors so they're peasants again instead of vanguards; changed method used to force players to fists so it's less buggy
  • Argon's Wall: moved level load camera so it's not outside the boundary blocking volume
  • Killing king counts as a kill
  • king and 1p mason knight sockets updated (mostly for horde support)

Check Here for More Details
Community Announcements - Darbeenbo



Hear ye, hear ye, oh noble Lords and Ladies of the Chivalry Community.

The entry period to the Fortification Team Objective Map Contest has come to a close today. Over 45 maps featuring peasant killing, king slaying, town pillaging, ballista shooting, and all other sorts of medieval mayhem have been submitted for a chance to bring home the grand prize of $10,000 USD.

45 maps. That is crazy! All of us here at Torn Banner are incredibly excited to see such an awesome turnout for the contest, and have really enjoyed seeing the progess that content creators have made in these few short months.

Over the next few weeks, all the contenders will be in rotation on the custom map servers dedicated to the contest. Make sure to join a server in your region. There are specific testing times in which we encourage people to not only play these awesome maps, but to also give feedback to the map creators in their forum thread. We will be awarding the super rare peasant hat model to playtesters who post constructive criticism in the contestants feedback thread.

Official testing times are:
Wednesday: 3-6 PM EST
Friday: 3-6 PM EST
Sunday: 3-6 PM EST


We will be testing and judging in the official custom content servers over the next few weeks anonymously with the community. During this time, you are allowed to make tweaks, adjustments, and updates to your map at your own risk. If the map isn't functional when play-tested, it will be disqualified from the contest.


Best of luck to the contestants, and we’ll see you on the Fortification Map battlefields!


Full list of entrants:
https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Fortification+Map+Contest+Entrants

P.S. All the lords and ladies who submitted a map for the contest by the deadline will receive a peasant hat as well.
Community Announcements - DaGGyzo




Chivalry: Medieval Warfare Patch 27

***Focus on Fixes and Improvements!***

Gameplay


  • Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
  • Fixed archer bots on server. They will actually hit players now with ranged weapons.
  • The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.

General


  • Boiling oil splash now shows on servers
  • Fixed 1p double axe sprint animation
  • Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
  • Players would experience a crash joining a match after having visited the customization menu
  • Fixed a variety of carried weapons visibility in 3rd person
  • Reverted back to old Mason brown primary colour.
  • Re-positioned Mason barb archer helmet to prevent clipping
  • Brightened mason vanguard barb metal chest plate for better emblem visibility.
  • Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
  • Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
  • Korean translation: Steam build scripts updated, localization .ini added

Maps

Outpost

  • Fix for players being able to skip the breakable objective
  • Replaced the blaze mesh with a barb
  • Outpost Objective Tweaks.

    • Playspace modifications around falling log.
    • Capture Volume and Barbarians killed required to win now.
    • Condensed Objective Text. Changed language on Outpost to support final objective.
    • More safety checks for the final capture volume
    • Changed outpost chieftains to be wearing cow skull helmets.


Coldfront

  • Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
  • Improved Cull Distance Volumes on Beach and in the Castle.
  • Removed Ice Rock from "Boat Ramp" path.
  • Removed spec off of the landscape material which should help performance
  • Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
  • Lowered number of materials on the keep meshes
  • Coldfront ocean material have significantly fewer instructions, may help performance
  • Replaced all bsp with meshes
  • Added epic blocking volume in harbor area for the floor
  • Replaced fracture mesh doors with static meshes.
  • Added minor Set dressing inside castle walls.
  • Added collision to back wall in throne room
  • Refined playspace around Courtyard.

    • Cover Pass
    • Added more props


Hillside

  • Made spectral echo ghostly again
  • Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
  • Added some barrels in caves to prevent stuck collisions
  • Tweaked arch collision
  • Put the breaking wall on precomputed lighting
  • Aligned flames with stationary torch meshes
  • Minor fixing of a couple ruined meshes
  • Garbage cleanup on variant levels
  • Replaced unclothed flags with static mesh versions with lightmaps
  • Created lightmap UV for broken lighthouse

Battlegrounds

  • Minor optimization: Replaced a few skeletal meshes,
  • Adjusted some culling distances
  • Removed a few background assets.

Darkforest

  • Minor optimization: Non-gameplay relevant particles only show up on medium settings now

Stoneshill

  • Removed floating arrows in village

Citadel

  • Visual improvements to the broken wall
  • Added culling for all particles
  • Reduced particles for low settings
  • Added in a cheaper tower mesh with 3 rather than 6 material IDs and replaced instances in the background with it.
  • Made changes to the kismet so that the broken wall mesh does not matinee up it just toggles collision off and on
Product Release - Valve
Play Chivalry: Medieval Warfare and Chivalry: Deadliest Warrior DLC for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Chivalry: Medieval Warfare at 75% off the regular price!*

If you already have Steam installed, click here to install or play Chivalry: Medieval Warfare. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

Community Announcements - DaGGyzo


In celebration of our Barbarian Invasion Patch, Chivalry: Medieval Warfare and Chivalry: Deadliest Warrior will be FREE for the May 15th - 18th weekend starting at 1pm EST! In addition to being free, new players can purchase both Chivalry: Medieval Warfare and Chivalry: Deadliest Warrior on SALE for 75% off!! Check it out now on STEAM!

Join Us for a Weekend of first-person medieval Carnage!!
Community Announcements - DaGGyzo




It's time for us to announce our FIRST ROUND WINNERS of the FORTIFICATION: Mapping contest for the Team Objective mode in Chivalry: Medieval Warfare!

With so many great entrants, it was a task selecting just a few out of the 30+ Team Objective Maps submitted. The top 5 Maps will be awarded Cash prizes along with Awesome gear provided by our sponsors.

Check out the First Round Winners here!

This Contest is far from over! For those who did not place in the first round, do not feel discouraged. There is still a full round remaining to decide which map takes the Grand Prize! Keep up the awesome work, and Good Luck!
Community Announcements - DaGGyzo




Patch 26

*** The focus of this patch is Bug fixes and Improvements***
Gameplay


  • Added parry tracers to beginning of swing, in the opposite direction of the swing.
  • New weapon handle tracers to remove handle hits (new tracer is parryable but no longer deals damage)
  • Try to improve the reliability of the chase mechanic.
  • Fixed an extra flinch effect when you're on fire.
  • Fixed vertical turn limit on parry riposte.
  • Weapon variants now properly award users experience

Level

  • Minor Hillside level fixes from forum reports
  • Added loadout change volumes to Outpost
  • Set physical materials on some SDK, Outpost, and Coldfront assets

    • Coldfront

      • Added oil decals around gate
      • Increased the duration of the oil splashy particle effect
      • Added crenelation variants
      • Adjusted collision on roof meshes
      • Carpet in throne room no longer clips with floor
      • Reduced the snow sprite spawn
      • Minor Optimizations, setting draw distances on particles and corpse
      • Replaced Mason banners with (barbaric)dragon banners


Misc

  • Thrown torches split into two on impact.
  • Fixed heavy javelin and short spear when thrown shows a regular javelin.
  • Fixed weapon blood in standalone(create game) mode.
  • Added mud and foliage impact sounds for all melee weapons

SDK Changes/Additions

  • Will warn when extracting packages that share a name with a package in CookedPC (since these packages will be ignored and superseded by the ones in CookedPC)
  • Changed ini read for code mods to only read and write those that are specified in Default ini; anything not present in the Default will not be read from the mod's generated ini, so preventing the mod ini from e.g. overriding *Game.ini and *Engine.ini
  • Changed ?ModName to work properly for clients.
  • Added a reconnect retry in case a seamless transition download fails.
  • Added detailed log messages for download fail.
Community Announcements - DaGGyzo


Patch 25: Barbarian Invasion!



In Celebration of this occasion, we are introducing 2 New Team Objective Maps!

Coldfront A frozen Beach Invasion Siege map, taking place in Old Agatha. Harsh Frozen Shores, A Massive Castle, and a Dock Market Place will run red with blood of the enemies.


  • Objective Breakdown (Mason Attacker / Agathian Defenders)

    • Beach Invasion
    • Storm the Beach! Overtake the Enemy front-line. (Capture the 2 ballista forts)
    • Defending Team must hold the line, and protect the fortifications (Defend the 2 ballista forts)
      Siege
    • Overtake the enemy Stronghold! Lower the Drawbridge from above, or smash it to pieces.
    • Defenders must repel the enemies from their walls.
      Regicide
    • Murder Feydrid before he can flee to his Ship!
    • Defenders switch roles, and must now push the objective and help King Feydrid escape to Stoneshill.



Outpost Deep in the Forest, attack the Barbarian stronghold of Ramnor.


  • Objective Breakdown (Agathian Attackers / Mason Defenders)

    • Encampment
    • Burn the enemy camp!
    • Defenders must protect ally tents.
      Caravan
    • Move the Caravan into enemy territory!
    • Defenders must halt the Caravan.
      Ambush
    • Overcome the enemy ambush! Smash through their barricade.
    • Defenders must trap the enemies and prevent them from moving on.
      Fortress Assault
    • Kill the enemy Chieftains or Capture their Fortress.
    • Defenders protect the Chieftains and secure the Fortress.




New

  • Barbarians have joined the battlefield in new class skins!

    • Both factions are receiving reinforcements from 2 separate barbarian clans for ALL CLASSES!
    • Each Barbarian skin purchased unlocks for Both factions. ie A Barbarian archer skin purchase unlocks for both Agatha and Mason.
    • Each Class Comes with a barbarian weapon variant
    • $8 for each Barbarian class skin(includes both factions of the same class)


  • New Barbarian themed weapon variants are available for$1.99 each!

    • Man at Arms / Knight Norse sword - Wulfric Sword
    • Knight Maul - Avian Rage Maul
    • Vanguard Spear - Chargebreaker
    • Archer Javelin - Whistler

...

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