Community Announcements - DaGGyzo



Changes

  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Community Announcements - DaGGyzo



Gameplay

  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • MAA dodge stamina cost increased from 15 to 20
  • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)

Animation

  • Improved physics asset for flail
  • Revamped flail's animations
  • Switched flail's shield to the Heater

Map fixes

  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.

Misc.

  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
  • Eyefinity: including missing DLLs
  • Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerRotation, GetServerSdkMaps, GetServerMod)

SDK content additions

  • New example maps:

    • Strip the player of weapons and place pickupable weapons in LTS-Gladiator
    • add Ticket-based spawning system to any map with AOCTO-Ticket-based


  • New materials and example material setups for SDK users

    • stone and masonry master material:

      • master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
      • example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk



  • New assets for SDK users

    • Rocks and foliage from DW
    • Several other assets
    • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets


SDK changes

  • Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
  • Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
  • Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
  • Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
  • Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
  • Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
  • Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)


We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
Community Announcements - DaGGyzo

Any help testing will be appreciated.



RC Changes

  • Fixed new flail crouch animations
  • Polished new flail run animations
  • Reduced MAA dodge stamina from 25 (Beta 1) to 20 (vs. the pre-patch cost of 15)
  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.

Beta 4 changes

  • Revamped flail's animations
  • Switched flail's shield to the Heater
  • Updated SDK assets and AOCTO-SDK_Asset_Showcase map
  • Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
  • Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
  • Allow on-the-fly AOCPawn model switching without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)

Beta 3 changes

  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.
  • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
  • NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
  • Eyefinity: including missing DLLs
  • Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerSdkMaps, GetServerRotation, GetServerMod)

Beta 2 changes

  • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
  • Improved physics asset for flail
  • Fixed flail animations (issue introduced in Beta 1)
  • Fixed everyone using MAA's voice (issue introduced in Beta 1)
  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed SDK Castle Builder's arch's trim

Gameplay

  • Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • Maa Dodge stamina cost increased from 15 to 25

SDK content additions

  • New example maps:

    • Strip the player of weapons and place pickupable weapons in LTS-Gladiator
    • add Ticket-based spawning system to any map with AOCTO-Ticket-based


  • New materials and example material setups for SDK users

    • stone and masonry master material:

      • master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
      • example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk



  • New assets for SDK users

    • Rocks and foliage from DW


SDK changes

  • Let mods override gamemode in the server browser
  • Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
  • Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
  • NB: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
Community Announcements - Darbeenbo


Changes
  • Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps
  • Fix loading screen jamming up on the screen when timing out between Workshop map transitions
  • Fix customization not working from frontend
  • Add changelist number to main menu
  • Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser
  • Fixed sublevel issues causing duplicate meshes in FFA-Moor
  • Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)
  • Fix crash when trying to extract an empty .cmwsdk file
  • New error message in the WorkshopUploadTool if missing a GUID


Servers
  • Start the server with, e.g.
    (add as many as you need); when the server starts, it will auto-download the files specified
  • All .cmwsdk files, whether specified with that command line switch or not, are checked for updates (and updated if necessary) when starting the server
  • Server valid file verification improved, should automatically delete and bypass invalid .cmwsdk files
Maps

  • Battlegrounds

    • Smoothed the Hill by Mason Spawn.
    • Improved Market Collision
    • Fixed Collision by Catapult Bridge.
    • Fixed collision near mason spawn ballista.

  • Citadel

    • Fixed collision errors by ramp in front of upper level cages

  • Moor

    • Fixed duplicate meshes in the persistant level on FFA variant

  • Stoneshill

    • Fixed an exploit in the barracks allowing players to leave the play space

  • Tavern

    • Fixed trigger volumes colliding with fists
Community Announcements - Darbeenbo


Coming soon to a Beta near you. Any help testing will be appreciated. Of particular concern are transitions between maps, both Workshop and vanilla, because of SDK-related changes.

Changes

  • Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps
  • Fix loading screen jamming up on the screen when timing out between Workshop map transitions
  • Fix customization not working from frontend
  • Add changelist number to main menu
  • Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser
  • Fixed sublevel issues causing duplicate meshes in FFA-Moor
  • Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)
  • Fix crash when trying to extract an empty .cmwsdk file
  • New error message in the WorkshopUploadTool if missing a GUID


Servers

  • Start the server with, e.g.

    (add as many as you need); when the server starts, it will auto-download the files specified
  • All .cmwsdk files, whether specified with that command line switch or not, are checked for updates (and updated if necessary) when starting the server
  • Server valid file verification improved, should automatically delete and bypass invalid .cmwsdk files
Community Announcements - Darbeenbo


Today we are rolling out a patch for Chivalry: Medieval Warfare that drastically improves ease of access into Custom Content servers, along with some key gameplay changes.

Gameplay

  • Add combo feint to parry back
  • Remove panic parry during recovery
  • Allow parry immediately after successful parry
  • Shield take hit Stamina values decreased
  • Release to parry animation blending added

Performance

  • Adjusted system bucketing settings, easing the GPU memory requirements somewhat
  • Improved calculation of GPU memory

New features

  • AMD Eyefinity and NVIDIA Surround support
  • Customization colors are forcibly randomized for FFA/duel if you've left them all at defaults (then a flag is flipped to not do that again, so you can go back to being white/grey if you want)
  • Beginner servers (max rank 15) show up as green, are always on the top of the server browser if you’re rank 15 or lower

Bug fixes

  • Fixed .ini mismatch-related crash (rare, longstanding)
  • Fixed a server crash (uncertain occurence rate, longstanding)
  • Old (overlapping) sign in stoneshill village removed
  • Vanguard gore mesh fix


Misc.

  • Comments added to DefaultGame.ini for server ping limit


SDK


SDK Workshop tool

  • correct for CDW in subdirectory for sake of downloading subscribed files
  • Increased file limit to 200 MB

SDK Frontend

  • automatically append map list to workshop description
  • allow multi-line descriptions (d'oh)
  • create cook output directory if it's missing

SDK misc.

  • Per-poly weapon collision enabled on Siege tower asset
  • You can now make material instances of cooked materials. This provides SDK users with the ability to use the master materials created for Chivalry that give you more control and can improve map performance.

Workshop downloading

  • Download starts immediately upon joining a server with Workshop content, no prompt
  • removed OpenGL shader cache to reduce space
  • changed Steamworks API call used for Workshop downloads, may improve reliability
  • {EXPERIMENTAL, BUGGY} server can download Workshop files (add -SdkFileId=xxxxxxx options to the command line, e.g. -SdkFileId=227549282)
  • client will only download Workshop items required to play on the map/mod the server is currently running
  • on transitioning to a different map, clients that don't have the required files will download them (with progress on the loading screen)
Community Announcements - Darbeenbo


Fixes

  • Music plays again
  • Fixed crash in post-game medal list (uncommon, introduced in Patch 2)
  • Fixed .ini mismatch-related crash (rare, longstanding)
  • Fixed a server crash (uncertain occurence rate, longstanding)
  • Eased back on bucketing GPU memory requirements
  • Improved bucketing GPU memory detection.
  • Added AMD Eyefinity and NVIDIA Surround support!
Community Announcements - Darbeenbo
Patch 2 for Chivalry: Deadliest Warrior is now available.

New

  • Medals added,victory defeat screen updated, team points updated on the post game scoreboard
  • Players can now use achieved titles in-game
  • Added reshuffle option during end of match Map votes
  • Also updated default game to include more maps for the map rotation and map voting
  • SDK support (mods and maps)
  • Moor and Frigid from Chivalry: Medieval Warfare are now available for all gamemodes except duel.

Bug fixes

  • Fixed bug with first letter of chat on post game screen sticking sometimes
  • Fixed timing for double axe animation weapons, 2nd slash recover time matches the 1st slash attack recovery
  • Fixed team damage stat for FFA/Duels.
  • News ticker update - no more text stretching
  • Fixed picking up throwables that hit corpses.
  • Vote options are disabled for 2 seconds after a match to prevent accidental voting
  • Fixed missing heads on death for some characters
  • Fixed helmets and other attachments on death
  • Fixed projectile stickies attached to head
  • Fixed rare instance of preview character dying
  • Fixed de-ranking when losing XP
  • You may now abstain from map voting by hitting ESC
  • Killing an enemy you've thrown a smoke pot at allows you to recover the pot ammo(Ninja)
  • Ninja interrupted when throwing a shuriken will no longer switch to fists
  • Fixed rare t-pose occurrence
  • Ping limits on servers now properly work and kick players with ping that is over a configurable threshold
  • Fixed: profile screen has a text field with the text “textfield” if you haven’t clicked anything
  • Fixed being able to survive the pit in Acropolis.
  • Fixed double point awards at end of game
  • Fixed blue rocks in frigid
  • Voting works with SDK maps, Frigid, and Moor
  • StartGameManual works for SDK users
  • Fixed issue where a weapon name would appear as "textfield" (introduced in Beta 1)
  • Toned down moon in Moor, gave Moor colour grading and proper character brightness


Server Browser

  • The Server Browser has undergone changes and improvements to better present User Generated Content (mods and custom maps)
  • Mod name column is sortable
  • Coloured background behind servers with custom maps or mods -- gold for maps, cyan for mods
  • Move both min and max ranks into a "rank" column
  • Use the now-vacant Min Rank column for "Mod"; allows sorting by custom content (“Mod”, “Map”, or “None”)
  • Max rank of "0" now shows as the infinity symbol (since that's functionally what it is)


Improvements

  • Change time played to hours from minutes
  • Fixed the minimum respawn time in FFA.
  • Duel: both players have to accept a rematch.
  • Added new bDisableAutoBalance flag, default to false.
    poleaxe animation updated
  • Toggle shield consistent between weapons.
  • ESC now skips the vote options
  • Update stats on logout, minimize the amount of stats writing to lower Steam thread burn on CPU
  • Client rank-up notification now occurs server-side.
  • Visual notification of rank ups
  • Visual notification for victory / defeat
  • Added score to HTB(Hold the Banner) for banner carrier
  • Added scoring for PTB
  • Ammo counter display has been improved
  • Removed team damage penalty in LTS (Last team Standing) mode
  • Parrybox improvements

Optimization

  • Reduce sound memory used based on user’s available system memory. If you're a 32-bit user who was having an issue with the game crashing before, try again and see what happens now.
  • This is the new “MaxSoundNodeRandomChildren” in CDWSystemSettings.ini. This represents the number of different, randomly-selected sounds you’ll hear for the same effect (e.g. for VO, hits, etc.). The highest we set it to is 18, the lowest 2.

Training

  • Fixed Training messages for Dodge and Feint to include the alternative one button dodge (v) and RMB feint
  • Fixed missing textures in Training
Community Announcements - Darbeenbo
We have a new patch in the Chivalry: Medieval Warfare BETA. Any testing and feedback is very much appreciated.

Gameplay

  • Add combo feint to parry back
  • Remove panic parry during recovery
  • Allow parry immediately after successful parry
  • Shield take hit Stamina values decreased

Performance

  • Adjusted system bucketing settings, easing the GPU memory requirements somewhat
  • Improved calculation of GPU memory

New features

  • AMD Eyefinity and NVIDIA Surround support
  • Customization colors are forcibly randomized for FFA/duel if you've left them all at defaults (then a flag is flipped to not do that again, so you can go back to being white/grey if you want)
  • Beginner servers (max rank 15) show up as green, are always on the top of the server browser if you’re rank 15 or lower

Bug fixes

  • Fixed a server crash
  • Old (overlapping) sign in stoneshill village removed
Community Announcements - Darbeenbo
Beta 2 changes

  • fixed double point awards at end of game
  • fixed blue rocks in frigid
  • voting works with SDK maps, Frigid, and Moor
  • StartGameManual works for SDK users
  • fixed issue where a weapon name would appear as "textfield" (introduced in Beta 1)
  • toned down moon in Moor (Tyler: "WHAT WAS I THINKING"), gave Moor colour grading and proper character brightness

New

  • Medals added,victory defeat screen updated, team points updated on the post game scoreboard
  • Players can now use achieved titles in-game
  • Added reshuffle option during end of match Map votes
  • Also updated default game to include more maps for the map rotation and map voting
  • SDK support (mods and maps)
  • Moor and Frigid from Chivalry: Medieval Warfare are now available for all gamemodes except duel.

Bug fixes

  • Fixed bug with first letter of chat on post game screen sticking sometimes
  • Fixed timing for double axe animation weapons, 2nd slash recover time matches the 1st slash attack recovery
  • Fixed team damage stat for FFA/Duels.
  • News ticker update - no more text stretching
  • Fixed picking up throwables that hit corpses.
  • Vote options are disabled for 2 seconds after a match to prevent accidental voting
  • Fixed missing heads on death for some characters
  • Fixed helmets and other attachments on death
  • Fixed projectile stickies attached to head
  • Fixed rare instance of preview character dying
  • Fixed de-ranking when losing XP
  • You may now abstain from map voting by hitting ESC
  • Killing an enemy you've thrown a smoke pot at allows you to recover the pot ammo(Ninja)
  • Ninja interrupted when throwing a shuriken will no longer switch to fists
  • Fixed rare t-pose occurrence
  • Ping limits on servers now properly work and kick players with ping that is over a configurable threshold
  • Fixed: profile screen has a text field with the text “textfield” if you haven’t clicked anything
  • Fixed being able to survive the pit in Acropolis.

Server Browser

The Server Browser has undergone changes and improvements to better present User Generated Content (mods and custom maps)

  • Mod name column is sortable
  • Coloured background behind servers with custom maps or mods -- gold for maps, cyan for mods
  • Move both min and max ranks into a "rank" column
  • Use the now-vacant Min Rank column for "Mod"; allows sorting by custom content (“Mod”, “Map”, or “None”)
  • Max rank of "0" now shows as the infinity symbol (since that's functionally what it is)


Improvements

  • Change time played to hours from minutes
  • Fixed the minimum respawn time in FFA.
  • Duel: both players have to accept a rematch.
  • Added new bDisableAutoBalance flag, default to false.
    poleaxe animation updated
  • Toggle shield consistent between weapons.
  • ESC now skips the vote options
  • Update stats on logout, minimize the amount of stats writing to lower Steam thread burn on CPU
  • Client rank-up notification now occurs server-side.
  • Visual notification of rank ups
  • Visual notification for victory / defeat
  • Added score to HTB(Hold the Banner) for banner carrier
  • Added scoring for PTB
  • Ammo counter display has been improved
  • Removed team damage penalty in LTS (Last team Standing) mode
  • Parrybox improvements

Optimization

  • Reduce sound memory used based on user’s available system memory. If you're a 32-bit user who was having an issue with the game crashing before, try again and see what happens now.
  • This is the new “MaxSoundNodeRandomChildren” in CDWSystemSettings.ini. This represents the number of different, randomly-selected sounds you’ll hear for the same effect (e.g. for VO, hits, etc.). The highest we set it to is 18, the lowest 2.

Training

  • Fixed Training messages for Dodge and Feint to include the alternative one button dodge (v) and RMB feint
  • Fixed missing textures in Training
...

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