In celebration of our Barbarian Invasion Patch, Chivalry: Medieval Warfare and Chivalry: Deadliest Warrior will be <span style="color: #ff8c00;">FREE</span> for the <span style="color: #ff8c00;">May 15th - 18th weekend starting at 1pm EST!</span> In addition to being free, new players can purchase both Chivalry: Medieval Warfare and Chivalry: Deadliest Warrior on <span style="color: #ff8c00;">SALE for 75% off!!</span> Check it out now on STEAM!
Join Us for a Weekend of first-person medieval Carnage!!
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.
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!
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warn when extracting packages that share a name with a package in CookedPC (since these packages will be ignored and superseded by the ones in CookedPC)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.
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.
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
lets you "purchase" things by subtracting points from a player's score or from a SpecialCustomScoring mutator
ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes
In TO2 (only!), can be used to replace existing players’ classes
In all modes, can be used to spawn custom family bots
<span style="color: #ff8c00;">Changes significant portions of code, may require existing mods be updated!</span>
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
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...)