Featured Items
Games
Software Demos News Recommended
Posts in "All News" channel about:

Chivalry: Medieval Warfare

Show posts for all products, not just Chivalry: Medieval Warfare
Community Announcements - DaGGyzo




Patch 22 Notes

*** DLC Knights will NOT yet be released with this Patch ***

New


  • New dynamic crosshair (Swing and combo indication)

    • Users can switch to the original style through the keybindings option

  • Bubble reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
  • Default FOV changed from 95 to 105
  • Added a new level 60 helmet
  • On death, print damage taken/dealt during life to console


Animation Changes


  • All weapon animation have been updated

    • On all classes

  • Updated longsword and 1-handed animation based on feedback
  • slash02 attack for long sword, alt+slash for 1-handed
  • Fixed longsword tracer for DLC knights on both faction

    • 1handed stab 1st-person tracer
    • Fixed alt slash021 tracer not lined up for 2-handed longsword
    • Updated flail over head 1st-person tracer

  • First-person animation polish for pole-weapons, 2-handed swords, Heater Shield
  • Fixed quarterstaff overhead animation showing incorrectly as underhand in first person
  • Improved release to parry blend animation.
  • Updated double axe 1p and 3p animations
  • Updated 1p dagger daze
  • Flail 3rd-person combo animation updated
  • General animation polish across the board
  • All First-Person animations have been updated to fit the new camera position


General Fixes


  • Knight DLC can be purchased for free in the BETA branch in preparation for live launch.
  • Knight DLC can now equip default and previously purchased knight helms
  • Fixed gore mesh for DLC Knights (untextured gore)
  • Default knights (Mason and Vanguard) can now properly wear DLC knight helmets
  • Fixed autobalance bugs.

    • Don't allow a player to switch teams when balanced.
    • Fixed bug where player shows up in the wrong scoreboard.
    • Don't show enemy markers of spectators.
    • Fixed LTS scoreboard showing the correct number of players alive.
    • Fixed a bug where you can't spawn if you were a spectator before a map change.
    • Fixed ranged crosshair being stuck red after death.

  • Fixed new knight first-person armour to match third-person
  • Fixed Agathian archers saying “I’m in your debt” in place of the you’re welcome command
  • Fixed floating sticky projectiles after head explosion.
  • Fixed team damage message.
  • Crosshairs appear white for allies and red for enemies
  • Updated first person longsword, two-handed axe, dagger, buckler animations to better fit the new camera position
  • Dark Forest: Ammo box cooldown time in LTS game mode changed from 5 to 20
  • Flail is no longer missing sound
  • Launcher: auto-close prompt dialogue when downloading done
  • Reduced maximum recovery time to 0.9
  • Take hit indicator points toward attacking player, rather than toward point of impact
  • Default server tick rate set to 60Hz
  • darkened armour and fixed upper arm guards
  • Chivalry splash screen has been updated with new logo and 'editor' text
  • Fixed ragdoll fire screaming getting stuck on death
  • Disabling barbs for the time being
  • Doubleaxe lod geometry hole fixed
  • Fix server browser
  • Console damage is toggleable, has a new mode that is less verbose (old mode still available)
  • Fixed dying sound mode getting stuck; removed unnecessary client/server communication for heartbeat and dying sound mode
  • Lighting on pawns in the customization screen tweaked
  • Emblem/trim "dark grey" made blacker
  • Added helms to default knights and made the mason helm fit better on the default mason knight
  • Fixed various map bugs from this thread: http://forums.tornbanner.com/showthread.php/17424-Map-collisions-and-stuck-spots
  • Stair Collision Fix for Tavern
  • Localization change to put numbers in front of emblems for easier browsing
  • Workaround for material crash in legacy maps


Beginner Mode Map Changes

Citadel

  • Agatha

    • Expanded press E to use on the Ballista.
    • Added indication as to what to shoot. (Health Bar)
    • Fresnel shader on locks added
    • Sparks appear on every hit
    • 3 Clusters of peasants (all slaves must be set free)
    • Markers are removed once slaves are freed
    • Health bar appear for door

  • Mason

    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door


Battlegrounds

  • Both Factions

    • Hud markers are located closer to burn targets


Dark Forest

  • Agatha

    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States


Stoneshill

  • Agatha

    • Indication to burn buildings on torches (volumes)


SDK Changes/Additions

  • Added Giant stomp crushing sound
  • Editor splash updated
  • Perfect enemy knowledge property + node for AI
  • Added missing sockets to gore mesh.
  • Added customization overriding into AISpawnNPC / AISpawnStandardBot
  • When transitioning to a custom map, server will check if map is out-of-date; if so, it updates it.

    • This is new functionality that may not be fool-proof yet

  • Going with that change, servers automatically transition when sitting on an SDK map with no players for several minutes to stop them from getting left on an out-of-date map
  • semi-fix the overrides in AISpawnNPC
  • Example maps for SDK people

    • ExampleMaps/HelmetScene.udk
    • ExampleMaps/WeaponScene.udk

Community Announcements - DaGGyzo



RC2 Changes

  • Minor update on 1hsharp1p slash02
  • Polish 1p longsword, double axe and flail animations


RC Changes

  • Improved release to parry blend animation.
  • Updated double axe 1p and 3p animations
  • Updated 1p dagger daze
  • Editor splash updated



Beta 6 Changes

****The Majority of these changes are polishes to animation and visuals to prepare for the DLC Knight Release!! We still appreciate constructive feedback.

Animation Changes


  • First Person animation polish for pole-weapons, 2-handed swords, Heater Shield
  • Fixed Bo Staff overhead animation showing incorrectly as underhand in first person
  • Flail 3rd-person combo animation updated
  • General animation polish across the board

General Fixes


  • Knight DLC can be purchased for free in the BETA branch in preparation for live launch.
  • Knight DLC can now equip default and previously purchased knight helms
  • Fixed gore mesh for DLC Knights (untextured gore)
  • Default knights (Mason and Vanguard) can now properly wear DLC knight helmets



Beta 5 Changes

****Constructive Feedback is Requested!!

Animation Changes


  • All First-Person animations have been updated to fit the new camera position
  • All weapon animation have been updated

    • On all classes




General Fixes


  • Fixed autobalance bugs.

    • Don't allow a player to switch teams when balanced.
    • Fixed bug where player shows up in the wrong scoreboard.
    • Don't show enemy markers of spectators.
    • Fixed LTS scoreboard showing the correct number of players alive.
    • Fixed a bug where you can't spawn if you were a spectator before a map change.
    • Fixed ranged crosshair being stuck red after death.
    • Fixed new knight first-person armor to match third-person

  • Fixed Agathian archers saying “I’m in your debt” in place of the you’re welcome command
  • Fixed floating sticky projectiles after head explosion.
  • Fixed team damage message.
  • Default server tick rate set to 60Hz
  • darkened armor and fixed upper arm guards
  • Added helms to default knights and made the mason helm fit better on the default mason knight
  • Fixed various map bugs from this thread: http://forums.tornbanner.com/showthread.php/17424-Map-collisions-and-stuck-spots
  • Stair Collision Fix for Tavern
  • Localization change to put numbers in front of emblems for easier browsing
  • Workaround for material crash in legacy maps


Beginner Mode Map Changes

Citadel

  • Agatha

    • Expanded press E to use on the Ballista.
    • Added indication as to what to shoot. (Health Bar)
    • Fresnel shader on locks added
    • Sparks appear on every hit
    • 3 Clusters of peasants (all slaves must be set free)
    • Markers are removed once slaves are freed
    • Health bar appear for door

  • Mason

    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door

Battlegrounds

  • Both Factions

    • Hud markers are located closer to burn targets

Dark Forest

  • Agatha

    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States

Stoneshill

  • Agatha

    • Indication to burn buildings on torches (volumes)



Beta 4 Changes

Combat Changes


  • Updated longsword and 1-handed animation based on feedback

    • slash02 attack for long sword, alt+slash for 1-handed

  • Fixed longsword tracer for DLC knights on both faction

    • 1handed stab 1st-person tracer
    • fixed alt slash021 tracer not lined up for 2-handed longsword

  • Updated flail over head 1st-person tracer


General Changes


  • Chivalry splash screen has been updated with new logo and 'editor' text
  • Fixed ragdoll fire screaming getting stuck on death
  • Disabling barbs for the time being
  • Doubleaxe lod geometry hole fixed
  • Console damage is toggleable, has a new mode that is less verbose (old mode still available)
  • Fixed dying sound mode getting stuck; removed unnecessary client/server communication for heartbeat and dying sound mode
  • Lighting on pawns in the customization screen tweaked
  • Emblem/trim "dark grey" made blacker



Beta 3 Changes

New


  • New dynamic crosshair default (Swing and combo indication)
  • Users can switch to the original style through the keybindings option
  • Default FOV changed from 95 to 105
  • Added New purchasable Agatha / Mason Knight class models
  • New purchasable Barbarian character models for both Agatha and Mason Factions
  • Added a new level 60 helmet
  • On death, print damage taken/dealt during life to console


Changes


  • Crosshairs appear white for allies and red for enemies
  • Updated first person longsword, two-handed axe, dagger, buckler animations to better fit the new camera position
  • Dark Forest: Ammo box cooldown time in LTS game mode changed from 5 to 20
  • Flail is no longer missing sound
  • Launcher: auto-close prompt dialog when downloading done
  • Reduced maximum recovery time to 0.9
  • Take hit indicator points toward attacking player, rather than toward point of impact


SDK Changes/Additions

  • Added Giant stomp crushing sound
  • Perfect enemy knowledge property + node for AI
  • Added missing sockets to gore mesh.
  • Added customization overriding into AISpawnNPC / AISpawnStandardBot
  • semi-fix the overrides in AISpawnNPC
  • Example maps for SDK people

    • ExampleMaps/HelmetScene.udk
    • ExampleMaps/WeaponScene.udk

Community Announcements - DaGGyzo


Greetings, noble lords and ladies!

Torn Banner is partnering with Epic Games, Steam, Nvidia, and Logitech to bring you: FORTIFICATION: a mapping contest for the Team Objective mode in Chivalry: Medieval Warfare.

With prizes totaling more than $25,000 and a chance to have your custom Team Objective map integrated as official Chivalry content, its a great chance for you to flex your creative muscle, and be rewarded for it. For those interested in more than glory, $10,000 will be awarded to the best map of the lot, with other prizes for the runner ups.

In fitting with the world of Chivalry, the theme will be focused around Medieval Times. So, if you think you've got what it takes to be the greatest architect in all the land, Read on! and prepare yourself…



First Round Prizes!


1st Prize
$1000

  • Logitech G510s Gaming Keyboard
  • Logitech G602 Wireless Gaming Mouse
  • Epic Games Gear Bundle


2nd Prize
$800

  • Logitech G13 Gaming Keyboard
  • Logitech G240 Gaming Surface
  • Epic Games Gear Bundle


3rd Prize
$700

  • Logitech G13 Gaming Keyboard
  • Epic Games Gear Bundle


4th
$600

  • Epic Games Gear Bundle


5th
$500

  • Epic Games Gear Bundle


The first round of the contest will run for two months. In addition to the above cash prizes, we will be rewarding those who place in the top 5 with Epic Game Prize Bundles!

Final Round

Bigger rewards and more exposure

Gold Prize
$10,000

  • NVIDIA GEFORCE GTX 780 TI + NVIDIA SHIELD
  • Logitech G710+ Mechanical gaming Keyboard
  • Logitech G700 Gaming mouse
  • Logitech G440 hard gaming mouse pad


Silver Prize
$5,000

  • NVIDIA GEFORCE GTX 780 TI
  • Logitech G710+ Mechanical gaming Keyboard
  • Logitech G700 Gaming mouse
  • Logitech G440 hard gaming mouse pad


Bronze Prize
$2,500

  • NVIDIA SHIELD
  • Logitech G510s Gaming Keyboard
  • Logitech G602 Wireless Gaming Mouse
  • Logitech G240 Gaming Surface



DEADLINE - JUNE 31ST

The second and final round of the contest will run for another full 2 months. It will include entries previously submitted for the first round of the contest as well as newly submitted entries. The Gold Prize winner will take home $10,000, an NVIDIA GEFORCE GTX 780 TI, an NVIDIA SHIELD, and an armload of Logitech accessories!



http://tornbanner.com/contest/
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!
...

Search
Archive
2014
Sep   Aug   Jul   Jun   May   Apr  
Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002