A video series by Youtuber VintageBeef, an epic duel between kings and a beautiful painting of death - all this and more in the latest Chivalry Community Brabble.
A video series by Youtuber VintageBeef, an epic duel between kings and a beautiful painting of death - all this and more in the latest Chivalry Community Brabble.
Prepare to don your pigskin wetsuits, fair squires and maids! This update we’ve teamed up with the Depth team to bring you exclusive shark-themed content in Chivalry: Medieval Warfare.
Great Bite, a Vanguard helmet with open/closed variants
Deepfang, a replacement for the Morningstar
Both Depth and Chivalry: Medieval Warfare will be available for 50% off on Steam from May 1 - 4. Two Chivalry-themed medieval weapons will also appear in Depth: the Thrusting Spear bangstick and Thrusting Dagger, along with the new map Hillside (originally from Chivalry).
Fixes
Drunken Bazaar
fixed invisible walls outside final top floor mason spawns.
Stoneshill
fixed lightshafts colliding with weapons in the barracks.
Citadel
fixed positioning of burning oil splashes. removed BSP cube
Cove
LTS: repositioned all spawns so they are no longer protected, also increased spawns to 16 per team. Rebuilt lighting.
fixed floatylegs and weapon/decal collision on water. Fixed bad collision around torches inside cathedral.
Castleassault
fix to potential bug where you potentially can't hit the gates from certain angles due to overlapping collision
Prepare to don your pigskin wetsuits, fair squires and maids! This update we’ve teamed up with the Depth team to bring you exclusive shark-themed content in Chivalry: Medieval Warfare.
Great Bite, a Vanguard helmet with open/closed variants
Deepfang, a replacement for the Morningstar
Both Depth and Chivalry: Medieval Warfare will be available for 50% off on Steam from May 1 - 4. Two Chivalry-themed medieval weapons will also appear in Depth: the Thrusting Spear bangstick and Thrusting Dagger, along with the new map Hillside (originally from Chivalry).
Fixes
Drunken Bazaar
fixed invisible walls outside final top floor mason spawns.
Stoneshill
fixed lightshafts colliding with weapons in the barracks.
Citadel
fixed positioning of burning oil splashes. removed BSP cube
Cove
LTS: repositioned all spawns so they are no longer protected, also increased spawns to 16 per team. Rebuilt lighting.
fixed floatylegs and weapon/decal collision on water. Fixed bad collision around torches inside cathedral.
Castleassault
fix to potential bug where you potentially can't hit the gates from certain angles due to overlapping collision
Chicken Set, a Mason Knight set that replaces the Bearded Axe
Ornamental Set, an Agatha Knight set that replaces the Longsword
Styrian, A replacement for the Longsword
The Kin Slayer, a replacement for the Broadsword
Renaissance Rapier, a replacement for the Norse Sword
Willbreaker, a replacement for the Greatsword.
Shattered Star, a replacement for the Spear
Changes
Disable "reversals" code for turn rate cap
Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren't perfectly accurate, people aren't perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they're not joysticks!), so this ends up slowing people down without their realizing _why_ they're being slowed
fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)
the armour/character model list will no longer have weird ugly spaces if you are not a developer
Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)
Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)
Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone
Linux: Fix memory leak during and between matches. Also improves OpenGL performance by some undetermined amount (OS X and Linux).
Save the resolution setting even if it's a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game's resolution to Windowed/1920x1080; before, it wouldn't save, because that resolution would be clamped to a lower resolution because of the window decorations)
Replicate Stamina over to everyone again, compressed in a Byte. Fixes "exertion sound not stopping" bug.
Fixed server browser refresh issue in OS X and Linux
Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated); conformed new map strings to Canadian English
Updated Korean translation, thanks Ki Hun, Sung
OS X: Fixed switching to fullscreen so it works the first time
OS X: VSync support
OS X: Fix mouse wheel moving your aim up and down
OS X: Make reverb settings more closely mimic Windows' (affects Ruins most noticeably)
Map changes
Crypts
Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won't work).
cleaned up collision around spawn room a bit
Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
King's Garden
added culldistance volume.
Fixed some collision issues on first area stairs.
Castle Assault
fixed wall that had no collision leading to a pit that you couldn’t get out of. Set torches and gates to not be completable before the match starts. Changed the way the burning wagon material is applied so it should work on servers.
Drunken Bazaar
Added in blockers to prevent jumping into first mason spawn from nearby roof.
Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
Siege weapons now get destroyed after the objective where they're located is completed.
Set destructables to not cast static shadows.
Adjusted culldistancevolume settings.
Bazaar: fixed the "unkillable" peasant. Gave some peasants some hats.
Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
Floaty legs on water fixed.
Coldfront
changed culldistance volume from walls to the start of the throneroom - wasn't working before.
Lowered kernel sizes for post processing.
Spawn less snow sprites.
Fixed agatha barb skins on mason suicide bots
fixed floating pillar torchlight meshes in throneroom
texture settings / sizing modifications on some textures
Argon's Wall
Reduced LTS round time from 20 minutes to the standard 4.
Outpost
added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
resized some of the cowskull textures
Darkforest
very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate. Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
Stoneshill
FFA and TD: boarded wall windows, deleted ballistae
Added blocking volumes around the ceilings in the courtyard.
Siege weapons get destroyed when gate is destroyed.
Citadel
Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
Arena
fixed flame levers, trigger volume no longer blocks weapons
SDK
Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.
More tools for TO2 / Modders / Crazy Mappers:
Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)
Add a new "CMWMapSpecificHUDInfo" class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It's like magic.
Can be disabled with drawgfx 0 console command (togglehud won't work).
Chicken Set, a Mason Knight set that replaces the Bearded Axe
Ornamental Set, an Agatha Knight set that replaces the Longsword
Styrian, A replacement for the Longsword
The Kin Slayer, a replacement for the Broadsword
Renaissance Rapier, a replacement for the Norse Sword
Willbreaker, a replacement for the Greatsword.
Shattered Star, a replacement for the Spear
Changes
Disable "reversals" code for turn rate cap
Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren't perfectly accurate, people aren't perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they're not joysticks!), so this ends up slowing people down without their realizing _why_ they're being slowed
fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)
the armour/character model list will no longer have weird ugly spaces if you are not a developer
Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)
Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)
Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone
Linux: Fix memory leak during and between matches. Also improves OpenGL performance by some undetermined amount (OS X and Linux).
Save the resolution setting even if it's a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game's resolution to Windowed/1920x1080; before, it wouldn't save, because that resolution would be clamped to a lower resolution because of the window decorations)
Replicate Stamina over to everyone again, compressed in a Byte. Fixes "exertion sound not stopping" bug.
Fixed server browser refresh issue in OS X and Linux
Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated); conformed new map strings to Canadian English
Updated Korean translation, thanks Ki Hun, Sung
OS X: Fixed switching to fullscreen so it works the first time
OS X: VSync support
OS X: Fix mouse wheel moving your aim up and down
OS X: Make reverb settings more closely mimic Windows' (affects Ruins most noticeably)
Map changes
Crypts
Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won't work).
cleaned up collision around spawn room a bit
Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
King's Garden
added culldistance volume.
Fixed some collision issues on first area stairs.
Castle Assault
fixed wall that had no collision leading to a pit that you couldn’t get out of. Set torches and gates to not be completable before the match starts. Changed the way the burning wagon material is applied so it should work on servers.
Drunken Bazaar
Added in blockers to prevent jumping into first mason spawn from nearby roof.
Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
Siege weapons now get destroyed after the objective where they're located is completed.
Set destructables to not cast static shadows.
Adjusted culldistancevolume settings.
Bazaar: fixed the "unkillable" peasant. Gave some peasants some hats.
Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
Floaty legs on water fixed.
Coldfront
changed culldistance volume from walls to the start of the throneroom - wasn't working before.
Lowered kernel sizes for post processing.
Spawn less snow sprites.
Fixed agatha barb skins on mason suicide bots
fixed floating pillar torchlight meshes in throneroom
texture settings / sizing modifications on some textures
Argon's Wall
Reduced LTS round time from 20 minutes to the standard 4.
Outpost
added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
resized some of the cowskull textures
Darkforest
very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate. Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
Stoneshill
FFA and TD: boarded wall windows, deleted ballistae
Added blocking volumes around the ceilings in the courtyard.
Siege weapons get destroyed when gate is destroyed.
Citadel
Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
Arena
fixed flame levers, trigger volume no longer blocks weapons
SDK
Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.
More tools for TO2 / Modders / Crazy Mappers:
Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)
Add a new "CMWMapSpecificHUDInfo" class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It's like magic.
Can be disabled with drawgfx 0 console command (togglehud won't work).