Chivalry: Medieval Warfare - DaGGyzo


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!!
Chivalry: Medieval Warfare - DaGGyzo


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!!
Chivalry: Medieval Warfare - DaGGyzo




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.

Check out the First Round Winners here!

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!
Chivalry: Medieval Warfare - DaGGyzo




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.

Check out the First Round Winners here!

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!
Chivalry: Medieval Warfare - DaGGyzo




<span style="color: #ff8c00;">Patch 26</span>

*** The focus of this patch is Bug fixes and Improvements***
<span style="color: #ff8c00;">Gameplay</span>

  • Added parry tracers to beginning of swing, in the opposite direction of the swing.
  • New weapon handle tracers to remove handle hits (new tracer is parryable but no longer deals damage)
  • Try to improve the reliability of the chase mechanic.
  • Fixed an extra flinch effect when you're on fire.
  • Fixed vertical turn limit on parry riposte.
  • Weapon variants now properly award users experience
<span style="color: #ff8c00;">Level</span>
  • Minor Hillside level fixes from forum reports
  • Added loadout change volumes to Outpost
  • Set physical materials on some SDK, Outpost, and Coldfront assets
    • <span style="color: #ff8c00;">Coldfront</span>
      • Added oil decals around gate
      • Increased the duration of the oil splashy particle effect
      • Added crenelation variants
      • Adjusted collision on roof meshes
      • Carpet in throne room no longer clips with floor
      • Reduced the snow sprite spawn
      • Minor Optimizations, setting draw distances on particles and corpse
      • Replaced Mason banners with (barbaric)dragon banners
<span style="color: #ff8c00;">Misc</span>
  • Thrown torches split into two on impact.
  • Fixed heavy javelin and short spear when thrown shows a regular javelin.
  • Fixed weapon blood in standalone(create game) mode.
  • Added mud and foliage impact sounds for all melee weapons
<span style="color: #ff8c00;">SDK Changes/Additions</span>
  • 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.
  • Added detailed log messages for download fail.
Chivalry: Medieval Warfare - DaGGyzo




<span style="color: #ff8c00;">Patch 26</span>

*** The focus of this patch is Bug fixes and Improvements***
<span style="color: #ff8c00;">Gameplay</span>

  • Added parry tracers to beginning of swing, in the opposite direction of the swing.
  • New weapon handle tracers to remove handle hits (new tracer is parryable but no longer deals damage)
  • Try to improve the reliability of the chase mechanic.
  • Fixed an extra flinch effect when you're on fire.
  • Fixed vertical turn limit on parry riposte.
  • Weapon variants now properly award users experience
<span style="color: #ff8c00;">Level</span>
  • Minor Hillside level fixes from forum reports
  • Added loadout change volumes to Outpost
  • Set physical materials on some SDK, Outpost, and Coldfront assets
    • <span style="color: #ff8c00;">Coldfront</span>
      • Added oil decals around gate
      • Increased the duration of the oil splashy particle effect
      • Added crenelation variants
      • Adjusted collision on roof meshes
      • Carpet in throne room no longer clips with floor
      • Reduced the snow sprite spawn
      • Minor Optimizations, setting draw distances on particles and corpse
      • Replaced Mason banners with (barbaric)dragon banners
<span style="color: #ff8c00;">Misc</span>
  • Thrown torches split into two on impact.
  • Fixed heavy javelin and short spear when thrown shows a regular javelin.
  • Fixed weapon blood in standalone(create game) mode.
  • Added mud and foliage impact sounds for all melee weapons
<span style="color: #ff8c00;">SDK Changes/Additions</span>
  • 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.
  • Added detailed log messages for download fail.
Chivalry: Medieval Warfare - Postpwn


Patch 25: Barbarian Invasion!

In Celebration of this occasion, we are introducing 2 New Team Objective Maps!





Coldfront A frozen Beach Invasion Siege map, taking place in Old Agatha. Harsh Frozen Shores, A Massive Castle, and a Dock Market Place will run red with blood of the enemies.

  • Objective Breakdown (Mason Attacker / Agathian Defenders)
    • Beach Invasion
    • Storm the Beach! Overtake the Enemy front-line. (Capture the 2 ballista forts)
    • Defending Team must hold the line, and protect the fortifications (Defend the 2 ballista forts)
      Siege
    • Overtake the enemy Stronghold! Lower the Drawbridge from above, or smash it to pieces.
    • Defenders must repel the enemies from their walls.
      Regicide
    • Murder Feydrid before he can flee to his Ship!
    • Defenders switch roles, and must now push the objective and help King Feydrid escape to Stoneshill.

Outpost Deep in the Forest, attack the Barbarian stronghold of Ramnor.

  • Objective Breakdown (Agathian Attackers / Mason Defenders
    • Encampment
    • Burn the enemy camp!
    • Defenders must protect ally tents.
      Caravan
    • Move the Caravan into enemy territory!
    • Defenders must halt the Caravan.
      Ambush
    • Overcome the enemy ambush! Smash through their barricade.
    • Defenders must trap the enemies and prevent them from moving on.
      Fortress Assault
    • Kill the enemy Chieftains or Capture their Fortress.
    • Defenders protect the Chieftains and secure the Fortress.


New Character skins
  • Barbarians have joined the battlefield in new class skins!
    • Both factions are receiving reinforcements from 2 separate barbarian clans for ALL CLASSES!
    • Each Barbarian skin purchased unlocks for Both factions. ie A Barbarian archer skin purchase unlocks for both Agatha and Mason.
    • Each Class Comes with a barbarian weapon variant
    • Barbarian class skin(includes both factions of the same class)

  • New Barbarian themed weapon variants are available!
    • Man at Arms / Knight Norse sword - Wulfric Sword
    • Knight Maul - Avian Rage Maul
    • Vanguard Spear - Chargebreaker
    • Archer Javelin - Whistler

Chivalry: Medieval Warfare - DaGGyzo


Patch 25: Barbarian Invasion!

In Celebration of this occasion, we are introducing 2 New Team Objective Maps!





Coldfront A frozen Beach Invasion Siege map, taking place in Old Agatha. Harsh Frozen Shores, A Massive Castle, and a Dock Market Place will run red with blood of the enemies.

  • Objective Breakdown (Mason Attacker / Agathian Defenders)
    • Beach Invasion
    • Storm the Beach! Overtake the Enemy front-line. (Capture the 2 ballista forts)
    • Defending Team must hold the line, and protect the fortifications (Defend the 2 ballista forts)
      Siege
    • Overtake the enemy Stronghold! Lower the Drawbridge from above, or smash it to pieces.
    • Defenders must repel the enemies from their walls.
      Regicide
    • Murder Feydrid before he can flee to his Ship!
    • Defenders switch roles, and must now push the objective and help King Feydrid escape to Stoneshill.

Outpost Deep in the Forest, attack the Barbarian stronghold of Ramnor.

  • Objective Breakdown (Agathian Attackers / Mason Defenders
    • Encampment
    • Burn the enemy camp!
    • Defenders must protect ally tents.
      Caravan
    • Move the Caravan into enemy territory!
    • Defenders must halt the Caravan.
      Ambush
    • Overcome the enemy ambush! Smash through their barricade.
    • Defenders must trap the enemies and prevent them from moving on.
      Fortress Assault
    • Kill the enemy Chieftains or Capture their Fortress.
    • Defenders protect the Chieftains and secure the Fortress.


New Character skins
  • Barbarians have joined the battlefield in new class skins!
    • Both factions are receiving reinforcements from 2 separate barbarian clans for ALL CLASSES!
    • Each Barbarian skin purchased unlocks for Both factions. ie A Barbarian archer skin purchase unlocks for both Agatha and Mason.
    • Each Class Comes with a barbarian weapon variant
    • Barbarian class skin(includes both factions of the same class)

  • New Barbarian themed weapon variants are available!
    • Man at Arms / Knight Norse sword - Wulfric Sword
    • Knight Maul - Avian Rage Maul
    • Vanguard Spear - Chargebreaker
    • Archer Javelin - Whistler

Chivalry: Medieval Warfare - DaGGyzo




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.

<span style="color: #ff8c00;">Patch 24</span>

<span style="color: #ff8c00;">Coldfront</span>
  • Fixed collision on old pallisades.
  • Level load camera
  • Fixed a mesh gap
  • Removed redundant areas
  • Blocking volume pass
  • More cover on beach
  • Finished blocking in castle areas

<span style="color: #ff8c00;">Level Changes</span>
  • Added LTS, FFA, and TD variants of several duel maps (for low player-count servers; we recommend a 4-6 player limit):
    AOCFFA-Bridge_p AOCLTS-Bridge_p AOCTD-Bridge_p AOCFFA-Cistern_p AOCLTS-Cistern_p AOCTD-Cistern_p AOCFFA-Courtyard_p AOCLTS-Courtyard_p AOCTD-Courtyard_p AOCFFA-Dininghall_p AOCLTS-Dininghall_p AOCTD-Dininghall_p AOCFFA-FrostPeak_p AOCLTS-FrostPeak_p AOCTD-FrostPeak_p AOCFFA-Mines_p AOCLTS-Mines_p AOCTD-Mines_p AOCFFA-Shipyard_p AOCLTS-Shipyard_p AOCTD-Shipyard_p


<span style="color: #ff8c00;">Gameplay / Animation Changes</span>
  • Fixed blood mask issues with grand mace and messer variant
  • Added bardiche variant
  • Fixed arrows remaining if you cancel bow draw
  • Fixed some animation popping when switching weapons with shield
  • Fixed shield remaining up during release to parry
  • Fixed killed for idling when on catapult
  • don't allow selected king to go into spectator
  • don't pick spectators to be king
  • fixed parry riposte anim sometimes not blending
  • fixed weapon kill icon for 1h longsword, messer, sword of war
  • fix: grand mace skin shows on player's back after they switch to/from the weapon
  • check bDisplayOnScoreboard before counting players for autobalance (don't count the decorative NPCs on Coldfront)

<span style="color: #ff8c00;">Audio Changes</span>
  • fix for improper vo line for archer "you're welcome"
  • fix for gargling wounded

<span style="color: #ff8c00;">SDK Changes</span>
  • TO2 - Mutator / map-driven TO-type mode
    • 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
      • "PurchaseBox" actor
        • lets you "purchase" things by subtracting points from a player's score or from a SpecialCustomScoring mutator
  • ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes
  • Map-definable AOCFamilyInfos
    • 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
  • add CMWSeqAction_TO2_StartResetLevel
  • 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...)
<span style="color: #ff8c00;">Misc. Changes</span>
  • Fixed chat team colours for spectators.
Chivalry: Medieval Warfare - DaGGyzo




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.

<span style="color: #ff8c00;">Patch 24</span>

<span style="color: #ff8c00;">Coldfront</span>
  • Fixed collision on old pallisades.
  • Level load camera
  • Fixed a mesh gap
  • Removed redundant areas
  • Blocking volume pass
  • More cover on beach
  • Finished blocking in castle areas

<span style="color: #ff8c00;">Level Changes</span>
  • Added LTS, FFA, and TD variants of several duel maps (for low player-count servers; we recommend a 4-6 player limit):
    AOCFFA-Bridge_p AOCLTS-Bridge_p AOCTD-Bridge_p AOCFFA-Cistern_p AOCLTS-Cistern_p AOCTD-Cistern_p AOCFFA-Courtyard_p AOCLTS-Courtyard_p AOCTD-Courtyard_p AOCFFA-Dininghall_p AOCLTS-Dininghall_p AOCTD-Dininghall_p AOCFFA-FrostPeak_p AOCLTS-FrostPeak_p AOCTD-FrostPeak_p AOCFFA-Mines_p AOCLTS-Mines_p AOCTD-Mines_p AOCFFA-Shipyard_p AOCLTS-Shipyard_p AOCTD-Shipyard_p


<span style="color: #ff8c00;">Gameplay / Animation Changes</span>
  • Fixed blood mask issues with grand mace and messer variant
  • Added bardiche variant
  • Fixed arrows remaining if you cancel bow draw
  • Fixed some animation popping when switching weapons with shield
  • Fixed shield remaining up during release to parry
  • Fixed killed for idling when on catapult
  • don't allow selected king to go into spectator
  • don't pick spectators to be king
  • fixed parry riposte anim sometimes not blending
  • fixed weapon kill icon for 1h longsword, messer, sword of war
  • fix: grand mace skin shows on player's back after they switch to/from the weapon
  • check bDisplayOnScoreboard before counting players for autobalance (don't count the decorative NPCs on Coldfront)

<span style="color: #ff8c00;">Audio Changes</span>
  • fix for improper vo line for archer "you're welcome"
  • fix for gargling wounded

<span style="color: #ff8c00;">SDK Changes</span>
  • TO2 - Mutator / map-driven TO-type mode
    • 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
      • "PurchaseBox" actor
        • lets you "purchase" things by subtracting points from a player's score or from a SpecialCustomScoring mutator
  • ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes
  • Map-definable AOCFamilyInfos
    • 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
  • add CMWSeqAction_TO2_StartResetLevel
  • 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...)
<span style="color: #ff8c00;">Misc. Changes</span>
  • Fixed chat team colours for spectators.
...