The New Vanguard skins are to be sold for $4.99 not $7.99 We are aware that some of you have already purchased it at the $7.99 price point. We will be Gifting these users additional skins! We apologize for the mix up!
This is a balance patch to increase enjoyment in both the Competitive level of play and the Casual level of play. We decided to make a patch that doesn't drastically change every aspect of combat and see what the effects are with a chance for iteration.
General Balances (Affects all Classes)
Flinch time increased from 0.8 to 0.9 for all 2-handed weapons
All minimum windup speed increased to 0.4
Archer Balances- The Archer class has been slightly reworked **
Archers no longer have an added backstab damage bonus when attacking from behind
Bolts, Arrows and Stones no longer flinch players. Instead they will remove the sprint state from players hit
New
Introducing the New Mason Marauder and Agatha Arbiter Vanguard Skins
Each skin come with a new helmet Changes
Tournament mode added
Set bTournamentMode=true in _Game.ini under AOC.AOCGame
or, start the server with ?tournament on the URL
or, "admintournamentmode" console command to restart current map in or out of tournament mode
Follow the in-game instructions
Tournament mode does:
Enable ready-up
Disable team damage spawn penalty
Disable ping kick
Disable auto-balance
Auto balance now selects from a threshold of the 1/5th most recently joined players on death
Fixes
Removed first person fire particles
Fixed sprinting players being flinched in release stage
Fixed ripostes after a kicking only dealing kick damage
Returned Catapult projectile cam
Knights can now wield all shield types with the flail
Firepots no longer flinch targets hit
Loadout can no longer be changed on the fly in specified location in the Arena FFA map
Friendly fire penalty is now a server side option. (Default On)
Fixed "Fire Nemesis", "Fire Starter", "Sands of Time" achievement (Removed "Just a Flesh wound")
Fixed Javelin always appearing in archer's back
Fixed Score failing to update when players join matches in progress
Fixed floating weapons in Arena
Ammo box Icons now appear on Mason team
Becoming king no longer counts as a death
Selecting random in class select now randomizes your weapon loadout as well
Coldfront Optimizations (Visual blockers and reduced npc time in each area)
Only admins have access to Remote Events
Added Platform to Catapult to prevent sinking into the Landscape on exit on Coldfront.
Coldfront Balance (Increased Health on Drawbridge in Coldfront from 20000 to 30000)
Update to the uploader - Added the Curated Workshops for users to upload Weapon, Helmet skins and more...)
Deadliest Warrior
This is an SDK patch to bring Deadliest Warrior to a more user friendly sat in order to encourage User Generated Content such as custom maps and mods
New
SDK updated to be on par with C:MW (maps and mods are easier
Loading up the game no longer takes a long time due to Workshop subscription
Fixes
Correct player count now shows in server browser
Frigid Kill volumes added to water touch
Frigid tree meshes now using proper materials
Block volumes added to pieces of ice
Acropolis grass clipping and collision fixed on wall
Moor has an updated blocking volumes
Pirates and Ninja elite helms no longer float in the air
This is a balance patch to increase enjoyment in both the Competitive level of play and the Casual level of play. We decided to make a patch that doesn't drastically change every aspect of combat and see what the effects are with a chance for iteration.
General Balances (Affects all Classes)
Flinch time increased from 0.8 to 0.9 for all 2-handed weapons
All minimum windup speed increased to 0.4
Archer Balances- The Archer class has been slightly reworked **
Archers no longer have an added backstab damage bonus when attacking from behind
Bolts, Arrows and Stones no longer flinch players. Instead they will remove the sprint state from players hit
New
Introducing the New Mason Marauder and Agatha Arbiter Vanguard Skins
Each skin come with a new helmet Changes
Tournament mode added
Set bTournamentMode=true in _Game.ini under AOC.AOCGame
or, start the server with ?tournament on the URL
or, "admintournamentmode" console command to restart current map in or out of tournament mode
Follow the in-game instructions
Tournament mode does:
Enable ready-up
Disable team damage spawn penalty
Disable ping kick
Disable auto-balance
Auto balance now selects from a threshold of the 1/5th most recently joined players on death
Fixes
Removed first person fire particles
Fixed sprinting players being flinched in release stage
Fixed ripostes after a kicking only dealing kick damage
Returned Catapult projectile cam
Knights can now wield all shield types with the flail
Firepots no longer flinch targets hit
Loadout can no longer be changed on the fly in specified location in the Arena FFA map
Friendly fire penalty is now a server side option. (Default On)
Fixed "Fire Nemesis", "Fire Starter", "Sands of Time" achievement (Removed "Just a Flesh wound")
Fixed Javelin always appearing in archer's back
Fixed Score failing to update when players join matches in progress
Fixed floating weapons in Arena
Ammo box Icons now appear on Mason team
Becoming king no longer counts as a death
Selecting random in class select now randomizes your weapon loadout as well
Coldfront Optimizations (Visual blockers and reduced npc time in each area)
Only admins have access to Remote Events
Added Platform to Catapult to prevent sinking into the Landscape on exit on Coldfront.
Coldfront Balance (Increased Health on Drawbridge in Coldfront from 20000 to 30000)
Update to the uploader - Added the Curated Workshops for users to upload Weapon, Helmet skins and more...)
Deadliest Warrior
This is an SDK patch to bring Deadliest Warrior to a more user friendly sat in order to encourage User Generated Content such as custom maps and mods
New
SDK updated to be on par with C:MW (maps and mods are easier
Loading up the game no longer takes a long time due to Workshop subscription
Fixes
Correct player count now shows in server browser
Frigid Kill volumes added to water touch
Frigid tree meshes now using proper materials
Block volumes added to pieces of ice
Acropolis grass clipping and collision fixed on wall
Moor has an updated blocking volumes
Pirates and Ninja elite helms no longer float in the air
On March 3rd, 2014, Torn Banner Studios announced the Fortification Map Contest— a competition awarding over $25,000 in prize money and a chance to have your map added to Chivalry: Medieval Warfare as official game content. The enthusiastic response from the modding community was inspiring. Over 45 maps were submitted over the course of the contest's three months, with many submissions exceeding expectations of creativity and polish. As a result, Torn Banner Studios has decided to award five winners a cash prize and an official spot in the game rather than the originally planned three.
And the winners are....on the contest page! Go check it out!
All of us at Torn Banner were very impressed with the amount of quality maps that have been created. Although the contest may now be over, we’ve decided to leave it open ended for an indefinite period of time, so as not to let all that hard work, passion, and determination go to waste. From here on out, any Team Objective map that Torn Banner deems worthy of acceptance into the official release of Chivalry will be awarded with $1000. We will be posting the feedback from our judging playtests to help nudge map creators towards a bit more polish and balance in their levels. We will be looking to the community for help in providing feedback for map creators. We will keep the custom map servers to help aid in this effort. We may also consider adding maps that support other game modes in the future.
On March 3rd, 2014, Torn Banner Studios announced the Fortification Map Contest— a competition awarding over $25,000 in prize money and a chance to have your map added to Chivalry: Medieval Warfare as official game content. The enthusiastic response from the modding community was inspiring. Over 45 maps were submitted over the course of the contest's three months, with many submissions exceeding expectations of creativity and polish. As a result, Torn Banner Studios has decided to award five winners a cash prize and an official spot in the game rather than the originally planned three.
And the winners are....on the contest page! Go check it out!
All of us at Torn Banner were very impressed with the amount of quality maps that have been created. Although the contest may now be over, we’ve decided to leave it open ended for an indefinite period of time, so as not to let all that hard work, passion, and determination go to waste. From here on out, any Team Objective map that Torn Banner deems worthy of acceptance into the official release of Chivalry will be awarded with $1000. We will be posting the feedback from our judging playtests to help nudge map creators towards a bit more polish and balance in their levels. We will be looking to the community for help in providing feedback for map creators. We will keep the custom map servers to help aid in this effort. We may also consider adding maps that support other game modes in the future.
There are now HUD scaling and opacity options in the configuration menu
Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)
Decal and ragdoll settings are based on maximum number of each, instead of a lifespan
Loadout
New appearance
Player class weapon loadout now saves until player chooses to change manually
Team select
New appearance
Player count displays server max player limit
Join game screen (Server Browser)
Reskinned
Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it
Includes a legend explaining what the different colours mean
Adds LAN queries
Bots separated from players in server browser, and they won't affect sorting
Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows "Players (bots)", reflecting the new way we display bots. Column is wider to compensate.
Sort by ping by default for all users, not just beginners
Server list art polish
You can use the right click menu in the Join Game screen to view the server’s information
Hide modname for unmodded servers
For a server to show up in the LAN tab, it'll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine
Switched History and Favourites functionality out for Steamworks' API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something.
Create game
New Create game screen
Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)
Other changes
Game modes
New Duel HUD
TDM backported from CDW. Now based on kills, there’s no resources, and won't get stuck in an unendable state
LTS backported from CDW for bug fixes etc.
End-game flow changed to facilitate localization etc.
Maplist console command updated
Self-damage not counted as ‘team damage’
Adjusted the low health Post Process chain to be a bit more red in the corners
UI misc.
New cursor
Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)
New animated movie behind some screens
Split UI into multiple packages to reduce loading time / save memory
Most screens now use a shared title and close button
New Serif Font throughout the game (Scoreboard, Headers, Loadout..etc)
Added loading screen hints
The new dynamic melee crosshair turns red after a successful melee attack
New kill feed weapon icons
New kill feed colours
weapons in white
you appear in gold
blue and red used are less offensive
Level
Fixed instances of players being able to hide inside rocks in Moor.
Fixed collision on rock which previously allowed players to find a way on top of it in Moor.
Fixed camp-able tree spot in Moor.
Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up
scaling up and down and flowing the wrong way)
Fixed string in last objective of outpost from "or" to ""and."
Fixed zfighting on boats in CTF frigid
Paths built in TD-Frigid
Removed spawn occluders to make it easier to find opponents in Duel Maps. (!)
Fixed floating spawns in citadel.
Fixed spawns out of place for Agatha in throneroom on stoneshill.
Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags).
Adjusted trigger and points volumes on cart in outpost - Agatha can only push from the back and mason shouldn't get free objective points any more
Players can no longer see through the Stoneshill bridge in first person
Fixed a bug where some crates were missing collision
Fixed Landscape clipping through aqueduct floor in Dark Forest.
Fixed minor collision bugs in Dark Forest.
Removed Duplicate barrel mesh in Dark Forest.
Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed
Fix issue where XP bar won't initialize properly, or will run from rank 0 all the way to the current rank, and other things
Tavern: fixed vendors so they're peasants again instead of vanguards; changed method used to force players to fists so it's less buggy
Argon's Wall: moved level load camera so it's not outside the boundary blocking volume
Killing king counts as a kill
king and 1p mason knight sockets updated (mostly for horde support)