Chivalry: Medieval Warfare - Postpwn
Greetings!

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!

- Torn Banner Studios
Chivalry: Medieval Warfare - Postpwn


Battle for Balance

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
  • Precached scaling set on all helmet static meshes
  • Updated Korean translation
Chivalry: Medieval Warfare - DaGGyzo


Battle for Balance

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
  • Precached scaling set on all helmet static meshes
  • Updated Korean translation
Chivalry: Medieval Warfare - Postpwn
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!


Website Link

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.
Chivalry: Medieval Warfare - DaGGyzo
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!


Website Link

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.
Chivalry: Medieval Warfare - Postpwn
***** HOTFIX ****

  • Fixed Texture streamin issue many users were experiencing.


    NB : This fix is also related to the delayed closing of the game and that should be addressed as well
Chivalry: Medieval Warfare - DaGGyzo
***** HOTFIX ****

  • Fixed Texture streamin issue many users were experiencing.


    NB : This fix is also related to the delayed closing of the game and that should be addressed as well
Chivalry: Medieval Warfare - Postpwn
***Hotfix***
  • Fixed FPS drops caused by HUD
  • Fixed Dynamic Crosshair to properly be toggled off
  • Fixed Chat Lock Issue some users were experiencing
  • Fixed Darkforest Collision in the final objective (royal family)
Chivalry: Medieval Warfare - DaGGyzo
***Hotfix***
  • Fixed FPS drops caused by HUD
  • Fixed Dynamic Crosshair to properly be toggled off
  • Fixed Chat Lock Issue some users were experiencing
  • Fixed Darkforest Collision in the final objective (royal family)
Chivalry: Medieval Warfare - Postpwn
Chivalry: Medieval Warfare has undergone a drastic visual update, to improve gameplay and overall player experience!

Screens / UI Elements

  • Main Menu
    • New Frontend Map
    • Tutorial submenu in main menu (links for videos, guides)
    • Added new options to connect to the Workshop and Community through the steam overlay
    • News ticker can now be clicked to bring up the page for specified headlines through the steam overlay
    • A new Credits screen!

Escape menu
  • New appearance
  • Buttons to open class and team select
  • Added Map Vote
  • Player List option for voting, muting etc

Customization Screen
  • New appearance
  • Larger displayed pawn, weapon image previews
  • Character Click + Drag rotation functionality
  • Update the customization screen so that it fades the locked panel on mouse over
  • Hover allows users to view locked item on character

Scoreboard
  • New appearance
  • Reworked scoreboard code
  • Map name displayed, localized
  • More mod controllable with additional text fields for stuff
  • Per-mode progress bars
  • New objective icons; settable in the game mode (most modes) or in the map (TO)
  • In post-game, an animated bar shows XP gains and how much is needed to hit the next level
  • Player count displays server max player limit
  • Spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon

HUD
  • Re-skinned
  • New health and stamina bars with two states to indicate amount of damage taken
  • New header that shows on spawn, detailing team progress and objectives, and has a timer in it
  • “Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health. This will distinguish Team kills.
  • Victory/defeat messages properly localized
  • HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size
  • New Rank Up notification
  • “Use” hand icon switched out
  • Visually updated VO menus
  • Visually updated Vote box

HUD Markers
  • Significantly optimized to improve player frame rate
  • Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard
  • One can remove the text from hud markers altogether

Configuration
  • New appearance
  • Additional video options exposed (AF, AA, window mode, …)
  • Additional audio options exposed (sound channels, …)
  • 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)
Check Here for More Details
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