Chicken Set, a Mason Knight set that replaces the Bearded Axe
Ornamental Set, an Agatha Knight set that replaces the Longsword
Styrian, A replacement for the Longsword
The Kin Slayer, a replacement for the Broadsword
Renaissance Rapier, a replacement for the Norse Sword
Willbreaker, a replacement for the Greatsword.
Shattered Star, a replacement for the Spear
Changes
Disable "reversals" code for turn rate cap
Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren't perfectly accurate, people aren't perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they're not joysticks!), so this ends up slowing people down without their realizing _why_ they're being slowed
fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)
the armour/character model list will no longer have weird ugly spaces if you are not a developer
Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)
Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)
Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone
Linux: Fix memory leak during and between matches. Also improves OpenGL performance by some undetermined amount (OS X and Linux).
Save the resolution setting even if it's a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game's resolution to Windowed/1920x1080; before, it wouldn't save, because that resolution would be clamped to a lower resolution because of the window decorations)
Replicate Stamina over to everyone again, compressed in a Byte. Fixes "exertion sound not stopping" bug.
Fixed server browser refresh issue in OS X and Linux
Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated); conformed new map strings to Canadian English
Updated Korean translation, thanks Ki Hun, Sung
OS X: Fixed switching to fullscreen so it works the first time
OS X: VSync support
OS X: Fix mouse wheel moving your aim up and down
OS X: Make reverb settings more closely mimic Windows' (affects Ruins most noticeably)
Map changes
Crypts
Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won't work).
cleaned up collision around spawn room a bit
Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
King's Garden
added culldistance volume.
Fixed some collision issues on first area stairs.
Castle Assault
fixed wall that had no collision leading to a pit that you couldn’t get out of. Set torches and gates to not be completable before the match starts. Changed the way the burning wagon material is applied so it should work on servers.
Drunken Bazaar
Added in blockers to prevent jumping into first mason spawn from nearby roof.
Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
Siege weapons now get destroyed after the objective where they're located is completed.
Set destructables to not cast static shadows.
Adjusted culldistancevolume settings.
Bazaar: fixed the "unkillable" peasant. Gave some peasants some hats.
Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
Floaty legs on water fixed.
Coldfront
changed culldistance volume from walls to the start of the throneroom - wasn't working before.
Lowered kernel sizes for post processing.
Spawn less snow sprites.
Fixed agatha barb skins on mason suicide bots
fixed floating pillar torchlight meshes in throneroom
texture settings / sizing modifications on some textures
Argon's Wall
Reduced LTS round time from 20 minutes to the standard 4.
Outpost
added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
resized some of the cowskull textures
Darkforest
very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate. Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
Stoneshill
FFA and TD: boarded wall windows, deleted ballistae
Added blocking volumes around the ceilings in the courtyard.
Siege weapons get destroyed when gate is destroyed.
Citadel
Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
Arena
fixed flame levers, trigger volume no longer blocks weapons
SDK
Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.
More tools for TO2 / Modders / Crazy Mappers:
Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)
Add a new "CMWMapSpecificHUDInfo" class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It's like magic.
Can be disabled with drawgfx 0 console command (togglehud won't work).
Chicken Set, a Mason Knight set that replaces the Bearded Axe
Ornamental Set, an Agatha Knight set that replaces the Longsword
Styrian, A replacement for the Longsword
The Kin Slayer, a replacement for the Broadsword
Renaissance Rapier, a replacement for the Norse Sword
Willbreaker, a replacement for the Greatsword.
Shattered Star, a replacement for the Spear
Changes
Disable "reversals" code for turn rate cap
Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren't perfectly accurate, people aren't perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they're not joysticks!), so this ends up slowing people down without their realizing _why_ they're being slowed
fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)
the armour/character model list will no longer have weird ugly spaces if you are not a developer
Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)
Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)
Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone
Linux: Fix memory leak during and between matches. Also improves OpenGL performance by some undetermined amount (OS X and Linux).
Save the resolution setting even if it's a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game's resolution to Windowed/1920x1080; before, it wouldn't save, because that resolution would be clamped to a lower resolution because of the window decorations)
Replicate Stamina over to everyone again, compressed in a Byte. Fixes "exertion sound not stopping" bug.
Fixed server browser refresh issue in OS X and Linux
Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated); conformed new map strings to Canadian English
Updated Korean translation, thanks Ki Hun, Sung
OS X: Fixed switching to fullscreen so it works the first time
OS X: VSync support
OS X: Fix mouse wheel moving your aim up and down
OS X: Make reverb settings more closely mimic Windows' (affects Ruins most noticeably)
Map changes
Crypts
Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won't work).
cleaned up collision around spawn room a bit
Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
King's Garden
added culldistance volume.
Fixed some collision issues on first area stairs.
Castle Assault
fixed wall that had no collision leading to a pit that you couldn’t get out of. Set torches and gates to not be completable before the match starts. Changed the way the burning wagon material is applied so it should work on servers.
Drunken Bazaar
Added in blockers to prevent jumping into first mason spawn from nearby roof.
Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
Siege weapons now get destroyed after the objective where they're located is completed.
Set destructables to not cast static shadows.
Adjusted culldistancevolume settings.
Bazaar: fixed the "unkillable" peasant. Gave some peasants some hats.
Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
Floaty legs on water fixed.
Coldfront
changed culldistance volume from walls to the start of the throneroom - wasn't working before.
Lowered kernel sizes for post processing.
Spawn less snow sprites.
Fixed agatha barb skins on mason suicide bots
fixed floating pillar torchlight meshes in throneroom
texture settings / sizing modifications on some textures
Argon's Wall
Reduced LTS round time from 20 minutes to the standard 4.
Outpost
added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
resized some of the cowskull textures
Darkforest
very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate. Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
Stoneshill
FFA and TD: boarded wall windows, deleted ballistae
Added blocking volumes around the ceilings in the courtyard.
Siege weapons get destroyed when gate is destroyed.
Citadel
Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
Arena
fixed flame levers, trigger volume no longer blocks weapons
SDK
Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.
More tools for TO2 / Modders / Crazy Mappers:
Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)
Add a new "CMWMapSpecificHUDInfo" class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It's like magic.
Can be disabled with drawgfx 0 console command (togglehud won't work).
The Polycount Arms & Armor contest may be over, but fear not! We are preparing our anvils to start equipping our warriors with an entirely new arsenal of weapons and helmets!.
In the spirit of openness, we are trying to provide content creators with as much information as we can about the sales of items in the UGC store, so that you can make data-driven decisions based on what our players are interested in.
As you can see, there is a large disparity between the highest and lowest selling items, and you can see from the graph that stylistic differences had an influence on this.
Some items that we would love to see and think our players are yearning for:
Man-At-Arms Helmets
Vanguard Helmets
Longbow
Warbow
Crossbow
Heavy Crossbow
Short Spear
Heavy Javelin
Sling
Saber
Cudgel
Broad Dagger
Hunting Knife
Flanged Mace
Morning Star
Hatchet
War Axe
Dane Axe
Claymore
Warhammer
Pole Axe
Sword of War
Fork
Polehammer
Quarterstaff
Light Flail
Remember though, not all weapons are created equal, in that more popular weapons will most likely sell more.
We’ve settled on the next group of items to be incorporated, and will be looking to the workshop in the coming weeks to choose items beyond that. This will be an ongoing process. Stay tuned for updates coming very soon on the next round. While there is definitely a backlog of quality items that didn’t quite make the cut for the contest, there are still plenty of opportunities to get new items into the game.
Lastly, we would like to know if you have any questions, comments, or concerns about the whole process of content creation through implementation in game. This is a new process for us, and will be evolving as we continue to learn more.
The Polycount Arms & Armor contest may be over, but fear not! We are preparing our anvils to start equipping our warriors with an entirely new arsenal of weapons and helmets!.
In the spirit of openness, we are trying to provide content creators with as much information as we can about the sales of items in the UGC store, so that you can make data-driven decisions based on what our players are interested in.
As you can see, there is a large disparity between the highest and lowest selling items, and you can see from the graph that stylistic differences had an influence on this.
Some items that we would love to see and think our players are yearning for:
Man-At-Arms Helmets
Vanguard Helmets
Longbow
Warbow
Crossbow
Heavy Crossbow
Short Spear
Heavy Javelin
Sling
Saber
Cudgel
Broad Dagger
Hunting Knife
Flanged Mace
Morning Star
Hatchet
War Axe
Dane Axe
Claymore
Warhammer
Pole Axe
Sword of War
Fork
Polehammer
Quarterstaff
Light Flail
Remember though, not all weapons are created equal, in that more popular weapons will most likely sell more.
We’ve settled on the next group of items to be incorporated, and will be looking to the workshop in the coming weeks to choose items beyond that. This will be an ongoing process. Stay tuned for updates coming very soon on the next round. While there is definitely a backlog of quality items that didn’t quite make the cut for the contest, there are still plenty of opportunities to get new items into the game.
Lastly, we would like to know if you have any questions, comments, or concerns about the whole process of content creation through implementation in game. This is a new process for us, and will be evolving as we continue to learn more.
Chivalry: Medieval Warfare Patch #35 (Mac and Linux Integration)
Brand New Features!
Chivalry is now Available on Linux and OS X!
You've all been asking for it for quite some time, and Torn Banner is happy now deliver! Chivalry can now be played on Mac and Linux machines!
Improving your head-chopping experience is important to us. While we are constantly improving the game, we rely heavily on our players to help us with bug reports. If you notice any issues or have suggestions on how to improve the game, please post on the steam forums or join in on the discussions on the official Torn Banner Forums.
Big list of Fixes!
Attempt at mitigating Stoneshill second objective crash
invite-accept crash fix; not sure whether reproducible on PC
don't do anything with HUD markers etc. until level has finished loading. Fix for issue where icons may not appear on some levels when loading slowly (particularly, Stoneshill)
don't let King try to Forward Spawn or switch to Observer (may unintentionally end objective early)
when a client loses connection to the host without warning (e.g., because the client's LAN cable was pulled), could call DisableSprint() every frame until it crashed
fix issues with throwing fire pots into lava
Fix non-alt direction combo feint to parry to riposte to combo issue, wherein that last combo would play Release in non-combo direction despite the riposte coming from non-combo direction as well.
Fix flag not being put down correctly when it was just picked up and the previous weapon is still being put down
kill the pot if the FX is done. The FX is pooled and if we shutdown _after_ this, we might shut down when someone else has taken that pooled object. The shutdown turns the FX off -> we might turn someone else's FX off
stop client pawns from spawning weather emitters on listen server host
stop people from using items (E) if they're throwing a throwable
If someone joins while a server is paused, unpause for 1 tick (unpause is necessary as part of the player joining process), immediately repause.
AdminTournamentMode fixed
Fix for server browser "Server Details" query crash
Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
Also temujin and hound swords were slightly misaligned
Corrected vertex paint on some spartan foliages (used in various UGC maps)
Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
Stop player names getting set to "Player123" or such
Other changes
Loadout change volume now has a 15 second cooldown
Admin login events are now light red (#FF5555 ) in chat. The system PM color is now pale blue (#B2C4E1) instead of cyan (#33FFFF)
Added phys asset for workhammer mesh
Removed several instances of log spam
Reduced amount of data replicated or considered for replication, reducing CPU and bandwidth use for servers
Script optimization, reducing (game thread) CPU use for servers and clients
Skeletal mesh / animation rendering optimizations
DetailMode affects more Pawn effects. Decap distance repurposed as "high detail distance"; this distance is further on High Detail than Medium Detail, etc.
don't do blood masks at all in Low detail, or beyond high detail distance - 1 step
don't do blood splatter effect unless on High or within high detail distance + 1 step
don't do blood decal if MaxActiveDecals setting is 0, or DetailMode is DM_Low, or DetailMode is DM_Medium and we're beyond high detail distance + 1 step
modified dummies (console command adddummies / admin adddummies) to constantly attack but not move. Good for parry/riposte testing.
Pass over all levels' sound sublevels to move as much into Client-side Kismet as possible. A few were playing ambient sounds continuously off the server, which is kind of expensive. Fixed now with no actual effect on the audible sounds.
Animation framerate LODding added. New video config setting to modify this. Server always plays anims at 1/5 rate unless they include root motion
Chivalry: Medieval Warfare Patch #35 (Mac and Linux Integration)
Brand New Features!
Chivalry is now Available on Linux and OS X!
You've all been asking for it for quite some time, and Torn Banner is happy now deliver! Chivalry can now be played on Mac and Linux machines!
Improving your head-chopping experience is important to us. While we are constantly improving the game, we rely heavily on our players to help us with bug reports. If you notice any issues or have suggestions on how to improve the game, please post on the steam forums or join in on the discussions on the official Torn Banner Forums.
Big list of Fixes!
Attempt at mitigating Stoneshill second objective crash
invite-accept crash fix; not sure whether reproducible on PC
don't do anything with HUD markers etc. until level has finished loading. Fix for issue where icons may not appear on some levels when loading slowly (particularly, Stoneshill)
don't let King try to Forward Spawn or switch to Observer (may unintentionally end objective early)
when a client loses connection to the host without warning (e.g., because the client's LAN cable was pulled), could call DisableSprint() every frame until it crashed
fix issues with throwing fire pots into lava
Fix non-alt direction combo feint to parry to riposte to combo issue, wherein that last combo would play Release in non-combo direction despite the riposte coming from non-combo direction as well.
Fix flag not being put down correctly when it was just picked up and the previous weapon is still being put down
kill the pot if the FX is done. The FX is pooled and if we shutdown _after_ this, we might shut down when someone else has taken that pooled object. The shutdown turns the FX off -> we might turn someone else's FX off
stop client pawns from spawning weather emitters on listen server host
stop people from using items (E) if they're throwing a throwable
If someone joins while a server is paused, unpause for 1 tick (unpause is necessary as part of the player joining process), immediately repause.
AdminTournamentMode fixed
Fix for server browser "Server Details" query crash
Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
Also temujin and hound swords were slightly misaligned
Corrected vertex paint on some spartan foliages (used in various UGC maps)
Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
Stop player names getting set to "Player123" or such
Other changes
Loadout change volume now has a 15 second cooldown
Admin login events are now light red (#FF5555 ) in chat. The system PM color is now pale blue (#B2C4E1) instead of cyan (#33FFFF)
Added phys asset for workhammer mesh
Removed several instances of log spam
Reduced amount of data replicated or considered for replication, reducing CPU and bandwidth use for servers
Script optimization, reducing (game thread) CPU use for servers and clients
Skeletal mesh / animation rendering optimizations
DetailMode affects more Pawn effects. Decap distance repurposed as "high detail distance"; this distance is further on High Detail than Medium Detail, etc.
don't do blood masks at all in Low detail, or beyond high detail distance - 1 step
don't do blood splatter effect unless on High or within high detail distance + 1 step
don't do blood decal if MaxActiveDecals setting is 0, or DetailMode is DM_Low, or DetailMode is DM_Medium and we're beyond high detail distance + 1 step
modified dummies (console command adddummies / admin adddummies) to constantly attack but not move. Good for parry/riposte testing.
Pass over all levels' sound sublevels to move as much into Client-side Kismet as possible. A few were playing ambient sounds continuously off the server, which is kind of expensive. Fixed now with no actual effect on the audible sounds.
Animation framerate LODding added. New video config setting to modify this. Server always plays anims at 1/5 rate unless they include root motion
Greetings, As pointed out by a few players, there was an issue introduced with the last patch, notably the speed of feinting during a combo. This patch brings the gameplay back to the way it was Pre-UGC patch. We also went ahead and fixed a few more issues.
Patch 34 Hotfix
Combo feint time restored to Pre-Patch 34 numbers
MOTD works in Duel and TO2
"Locked" message in Customization always shows the message for the current tab for less confusion
?modname= works in the server maplist now, allowing servers to switch between mods
When running a mod, normal configs are used for non-modded classes
Greetings, As pointed out by a few players, there was an issue introduced with the last patch, notably the speed of feinting during a combo. This patch brings the gameplay back to the way it was Pre-UGC patch. We also went ahead and fixed a few more issues.
Patch 34 Hotfix
Combo feint time restored to Pre-Patch 34 numbers
MOTD works in Duel and TO2
"Locked" message in Customization always shows the message for the current tab for less confusion
?modname= works in the server maplist now, allowing servers to switch between mods
When running a mod, normal configs are used for non-modded classes
Polycount contest winners items are now available for purchase in Chivalry: Medieval Warfare! Congratulations once again to our Contest winners! You now have more ways to have your creations appear in-game. Creators who have their items sold in-game will also be earning a percentage of the profits through Steam!
Newly Added items:
Assault Set ( Assault Helm + Assault Falchion) by Shuruboro
Burning Sun Set ( Sun Helm + Fist of the Burning Sun Brandistock) by Noth
Honor’s Guard Set ( Honor's Guard Helm + Honor’s Guard Spear) by BounchFX
Judgement Set ( Judgement Helm + Judgement Axe) by Arsenal
Crusher Helmet by Konras & Pior
Fallen Helmet by Alexd
Dark Ornate Set (Dark Ornate Helm + Ornate Messer) by Scoot_da_Poot
Hawkeye Set ( Hawkey Helm + Hawkeye Crossbow) by Paradox
Temujin’s Legacy Set ( Temujin Helm + Temujin’s Boradsword) by Hawk1701
Oriental Set (Oriental Helm + Oriental Broadsword) by TrevorJ & Pior
Horsebow by islipaway
The Hound Set ( Hound Helm + Hound Longsword) by NBLM
**Purchasing an item that is part of a set will unlock all set items.**
News ticker on main menu has been replaced with a new web-based news box, replacing the news functionality from the launcher
is blanked out to begin with, instead of showing garbage
Fixed: adminrestartmap on modded servers kicks everyone off the server and transitions to the map the server was started on
Prevent pawn moving, jumping in SIEGEWEAPON or DODGE states (when using a battering ram, when tipping burning oil, in mid-dodge, etc.)
More texture-related crash protection for the Scaleform integration
Fix a performance sink: Bink movie was rendering in background if you opened and then closed the escape menu. Also, stopping the movie in the FE if you leave the main menu for another screen.
remove uber nodes from the scaleform render target PPCs, and skip depth pre-pass (performance improvement in Customization)
additional messaging for the workshop uploader for some error conditions
Fix: riposte out of CFTP could cause windup and release to play different animations (e.g. windup would play Right-to-left slash, release would play left-to-right slash)
Fix: issue where inventory attachments would go bOwnerNoSee for 3p players upon own pawn death
Fixed some text getting cut off in the Customization screen
Customization screen will warn when exiting if any classes have invalid (locked) items equipped
Customization will be loaded from the config file with any invalid items automatically zeroed out, so even if you ignore the aforementioned warning, your customization will work and not be rejected by game servers (aside from the locked items, which will be reset to their defaults)
Levels
Belmez: Fixed areas where attacking team could bypass spawn barriers.
Outpost: Fixed instances where players could exploit loadout change volumes.
DarkForest FFA Cistern: Fixed instances where players could exploit loadout volumes from TO sublevels.
Server vs Client desyncs that caused players to disappear and TO items to not function properly should now be fixed.
Polycount contest winners items are now available for purchase in Chivalry: Medieval Warfare! Congratulations once again to our Contest winners! You now have more ways to have your creations appear in-game. Creators who have their items sold in-game will also be earning a percentage of the profits through Steam!
Newly Added items:
Assault Set ( Assault Helm + Assault Falchion) by Shuruboro
Burning Sun Set ( Sun Helm + Fist of the Burning Sun Brandistock) by Noth
Honor’s Guard Set ( Honor's Guard Helm + Honor’s Guard Spear) by BounchFX
Judgement Set ( Judgement Helm + Judgement Axe) by Arsenal
Crusher Helmet by Konras & Pior
Fallen Helmet by Alexd
Dark Ornate Set (Dark Ornate Helm + Ornate Messer) by Scoot_da_Poot
Hawkeye Set ( Hawkey Helm + Hawkeye Crossbow) by Paradox
Temujin’s Legacy Set ( Temujin Helm + Temujin’s Boradsword) by Hawk1701
Oriental Set (Oriental Helm + Oriental Broadsword) by TrevorJ & Pior
Horsebow by islipaway
The Hound Set ( Hound Helm + Hound Longsword) by NBLM
**Purchasing an item that is part of a set will unlock all set items.**
News ticker on main menu has been replaced with a new web-based news box, replacing the news functionality from the launcher
is blanked out to begin with, instead of showing garbage
Fixed: adminrestartmap on modded servers kicks everyone off the server and transitions to the map the server was started on
Prevent pawn moving, jumping in SIEGEWEAPON or DODGE states (when using a battering ram, when tipping burning oil, in mid-dodge, etc.)
More texture-related crash protection for the Scaleform integration
Fix a performance sink: Bink movie was rendering in background if you opened and then closed the escape menu. Also, stopping the movie in the FE if you leave the main menu for another screen.
remove uber nodes from the scaleform render target PPCs, and skip depth pre-pass (performance improvement in Customization)
additional messaging for the workshop uploader for some error conditions
Fix: riposte out of CFTP could cause windup and release to play different animations (e.g. windup would play Right-to-left slash, release would play left-to-right slash)
Fix: issue where inventory attachments would go bOwnerNoSee for 3p players upon own pawn death
Fixed some text getting cut off in the Customization screen
Customization screen will warn when exiting if any classes have invalid (locked) items equipped
Customization will be loaded from the config file with any invalid items automatically zeroed out, so even if you ignore the aforementioned warning, your customization will work and not be rejected by game servers (aside from the locked items, which will be reset to their defaults)
Levels
Belmez: Fixed areas where attacking team could bypass spawn barriers.
Outpost: Fixed instances where players could exploit loadout change volumes.
DarkForest FFA Cistern: Fixed instances where players could exploit loadout volumes from TO sublevels.
Server vs Client desyncs that caused players to disappear and TO items to not function properly should now be fixed.