Chivalry: Medieval Warfare - DaGGyzo




<b><span style="color: #ff8c00;">Patch 22 Notes</span></b>

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

<b><span style="color: #ff8c00;">New</span></b>

  • 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

<b><span style="color: #ff8c00;">Animation Changes</span></b>

  • 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

<b><span style="color: #ff8c00;">General Fixes</span></b>

  • 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

<b><span style="color: #ff8c00;">Beginner Mode Map Changes</span></b>

<b><span style="color: #ff8c00;">Citadel</span></b>
  • <b>Agatha</b>
    • 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
  • <b>Mason</b>
    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door
<b><span style="color: #ff8c00;">Battlegrounds</span></b>
  • <b>Both Factions</b>
    • Hud markers are located closer to burn targets
<b><span style="color: #ff8c00;">Dark Forest</span></b>
  • <b>Agatha</b>
    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States
<b><span style="color: #ff8c00;">Stoneshill</span></b>
  • <b>Agatha</b>
    • Indication to burn buildings on torches (volumes)
<b><span style="color: #ff8c00;">SDK Changes/Additions</span></b>
  • 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
Chivalry: Medieval Warfare - DaGGyzo




<span style="color: #ff8c00;">Patch 22 Notes</span>

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

<span style="color: #ff8c00;">New</span>

  • 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

<span style="color: #ff8c00;">Animation Changes</span>

  • 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

<span style="color: #ff8c00;">General Fixes</span>

  • 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

<span style="color: #ff8c00;">Beginner Mode Map Changes</span>

<span style="color: #ff8c00;">Citadel</span>
  • 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
<span style="color: #ff8c00;">Battlegrounds</span>
  • Both Factions
    • Hud markers are located closer to burn targets
<span style="color: #ff8c00;">Dark Forest</span>
  • Agatha
    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States
<span style="color: #ff8c00;">Stoneshill</span>
  • Agatha
    • Indication to burn buildings on torches (volumes)
<span style="color: #ff8c00;">SDK Changes/Additions</span>
  • 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
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">RC2 Changes</font>
  • Minor update on 1hsharp1p slash02
  • 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
  • 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

<font color="#ff8c00">Beginner Mode Map Changes</font>

<font color="#ff8c00">Citadel</font>
  • 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
<font color="#ff8c00">Battlegrounds</font>
  • Both Factions
    • Hud markers are located closer to burn targets
<font color="#ff8c00">Dark Forest</font>
  • Agatha
    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States
<font color="#ff8c00">Stoneshill</font>
  • Agatha
    • Indication to burn buildings on torches (volumes)


<font color="#ff8c00">Beta 4 Changes</font>

<font color="#ff8c00">Combat Changes</font>

  • 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

<font color="#ff8c00">General Changes</font>

  • 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


<font color="#ff8c00">Beta 3 Changes</font>

<font color="#ff8c00">New</font>

  • 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

<font color="#ff8c00">Changes</font>

  • 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

<font color="#ff8c00">SDK Changes/Additions</font>
  • 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
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">RC2 Changes</font>
  • Minor update on 1hsharp1p slash02
  • 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
  • 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

<font color="#ff8c00">Beginner Mode Map Changes</font>

<font color="#ff8c00">Citadel</font>
  • 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
<font color="#ff8c00">Battlegrounds</font>
  • Both Factions
    • Hud markers are located closer to burn targets
<font color="#ff8c00">Dark Forest</font>
  • Agatha
    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States
<font color="#ff8c00">Stoneshill</font>
  • Agatha
    • Indication to burn buildings on torches (volumes)


<font color="#ff8c00">Beta 4 Changes</font>

<font color="#ff8c00">Combat Changes</font>

  • 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

<font color="#ff8c00">General Changes</font>

  • 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


<font color="#ff8c00">Beta 3 Changes</font>

<font color="#ff8c00">New</font>

  • 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

<font color="#ff8c00">Changes</font>

  • 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

<font color="#ff8c00">SDK Changes/Additions</font>
  • 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
Chivalry: Medieval Warfare - 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/
Chivalry: Medieval Warfare - 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/
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">Changes</font>
  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">Changes</font>
  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Chivalry: Medieval Warfare - DaGGyzo



<span style="color: #ff8c00;">Gameplay</span>
  • 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)
<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.
<span style="color: #ff8c00;">Misc.</span>
  • 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)
<span style="color: #ff8c00;">SDK content additions</span>
  • 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
<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.
Chivalry: Medieval Warfare - DaGGyzo



<span style="color: #ff8c00;">Gameplay</span>
  • 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)
<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.
<span style="color: #ff8c00;">Misc.</span>
  • 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)
<span style="color: #ff8c00;">SDK content additions</span>
  • 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
<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.
...