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When transitioning to a custom map, server will check if map is out-of-date; if so, it updates it.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transition when sitting on an SDK map with no players for several minutes to stop them from getting left on an out-of-date map
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When transitioning to a custom map, server will check if map is out-of-date; if so, it updates it.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transition when sitting on an SDK map with no players for several minutes to stop them from getting left on an out-of-date map
Polish 1p longsword, double axe and flail animations
<font color="#ff8c00">RC Changes</font>
Improved release to parry blend animation.
Updated double axe 1p and 3p animations
Updated 1p dagger daze
Editor splash updated
<font color="#ff8c00">Beta 6 Changes</font>
****The Majority of these changes are polishes to animation and visuals to prepare for the DLC Knight Release!! We still appreciate constructive feedback.
<font color="#ff8c00">Animation Changes</font>
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
<font color="#ff8c00">General Fixes</font>
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
<font color="#ff8c00">Beta 5 Changes</font>
****Constructive Feedback is Requested!!
<font color="#ff8c00">Animation Changes</font>
All First-Person animations have been updated to fit the new camera position
All weapon animation have been updated
On all classes
<font color="#ff8c00">General Fixes</font>
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
Polish 1p longsword, double axe and flail animations
<font color="#ff8c00">RC Changes</font>
Improved release to parry blend animation.
Updated double axe 1p and 3p animations
Updated 1p dagger daze
Editor splash updated
<font color="#ff8c00">Beta 6 Changes</font>
****The Majority of these changes are polishes to animation and visuals to prepare for the DLC Knight Release!! We still appreciate constructive feedback.
<font color="#ff8c00">Animation Changes</font>
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
<font color="#ff8c00">General Fixes</font>
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
<font color="#ff8c00">Beta 5 Changes</font>
****Constructive Feedback is Requested!!
<font color="#ff8c00">Animation Changes</font>
All First-Person animations have been updated to fit the new camera position
All weapon animation have been updated
On all classes
<font color="#ff8c00">General Fixes</font>
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
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!
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!
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)
<span style="color: #ff8c00;">Animation</span>
Improved physics asset for flail
Revamped flail's animations
Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
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.
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
<span style="color: #ff8c00;">SDK changes</span>
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.
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)
<span style="color: #ff8c00;">Animation</span>
Improved physics asset for flail
Revamped flail's animations
Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
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.
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
<span style="color: #ff8c00;">SDK changes</span>
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.