Our recently deployed Hotfix did not fix the ongoing issues with blurry textures and decreased overall performance on some hardware configurations.
However we are happy to announce that we have tracked down a bigger underlying problem and are already working on another hotfix. Unfortunately the solution requires us to re-build lots of data for all our maps, which is an automated but sadly lengthy process.
We estimate that all maps will be fixed in 3-4 days. Until then we might be able to hotfix levels like Feitoria earlier, as these issues are most apparent on the bigger maps.
Fixed texture streaming issues and performance drop associated with it
Gameplay
Reverted the drag attack compensation change since it had unintended consequences
Added new undercut drag prevention change to address this move specifically. This causes undercut drags that hit late to glance off, same with undercuts that were used to reverse hit enemies.
This patch includes a large number of optimizations intended to improve overall FPS and reduce stuttering, especially during combat and on large player counts, as well as reduce load times. Also included are combat changes aimed at differentiating existing weapons more and at addressing overall balance. Finally, Feitoria has had its layout revised to make the ending more climactic.
Gameplay
Substantial CPU optimizations across the board to improve overall FPS and remove stutters and hitches during gameplay, especially on larger player counts
Optimized and improved loading times
Workaround for server information update error
Reworked Feitoria Invasion layout
Disabled dodging with barrels
Changed how deliverables work, it is now possible to drop them and pick them up (for attackers), and defenders can hold interact to destroy them
Disabled climbing on oil cauldron, ammobox, rock spawn, rock basket
Time to decline objective participation from 6s to 4s
Fixed a case where dying on ladder in Horde wouldn’t remember your equipment
BR/HRD Ladders on Grad now raise-/droppable
King-type objectives (Invasion) are now invulnerable until the first player could've possessed them (prevents rushing to take advantage of AI)
Traps and pavises no longer allowed to be placed on destroyables (which when destroyed would cause them to float)
Combat
Parry/Chamber box is now bigger - now significantly wider horizontally, fixing cases of attacks going through parries. Now always covers the legs and feet vertically, this fixes the broken toe stabs and makes it much easier to deal with overhead drags to the legs. - also affects shields, although less. Parry knockback reduced slightly
Parry turncap slightly more strict
Global attack turncaps 5% more strict
Trying to change attack direction during a strike release too many times will now get compensated by the game - this fixes (or attempts) the broken drags such as sky drags, waterfalls/wessex etc and promotes playing more “normal”
Attack lunge now decreases gradually after 105cm weapon range (Longsword) - this means that the longest weapons now have the least amount lunge
Miss recovery is now based on weapon length and speed or “weight” - this means that short one handed weapons now have significantly less miss recovery, making them much more nimble and lighter in use. Longer weapons have more, making misses more punishing.
Blunt weapons now have crippling effect - this means that being hit by a blunt weapon now slows you down more when being flinched and causes more camera shake/stun effect - comes in two tiers, strength depending on the attack and weapon. Tier 1 slows down 12.5%, Tier 2 slows down 25%
Billhook now has immobilize on the attacks that pull. This heavily slows down enemies and allows you to control them much easier
Stab knockback is now straight and more predictable
Huntsman now works differently and is no longer based on quiver, now only applies to enemies with a bow/crossbow in hand. This means that when switching to a melee weapon from a ranged weapon, after 4 seconds you no longer take the huntsman bonus damage, allowing archers to go melee without being oneshot from huntsman.
Fixed active parry blocking from behind
Plate leg armor now doubles kick damage
Kicks no longer have headshot damage
Kicks no longer drain stamina
Following up a feint with a stab will now have 50ms more lockout - this should fix most unpunishable stab feints
Weapons & Equipment
1H Axe strike windup 25ms faster
1H Axe recoveries reduced to 400ms
Arming sword strike combo is now slightly faster and has a bit more raw damage
Arming sword recoveries reduced to 400ms
Warhammer recoveries reduced to 400ms
Warhammer main mode strike torso damage increased by 5
Quarterstaff now has 400ms recoveries
Quarterstaff alt mode strike damage now the same as the main mode, strikes now have 75ms faster combo speed
Maul miss recovery to 600ms
Cleaver miss recoveries reduced to 400ms
Cleaver stamina negation nerfed by 1
Cleaver stab no longer flinches
Cleaver now takes 20 stamina to chamber instead of 15
Dagger miss recoveries reduced to 400ms
Dagger now takes 20 stamina to chamber instead of 15
Shortsword miss recoveries reduced to 400ms
Shortsword stamina negation buffed by 3
Shortsword now takes 20 stamina to chamber instead of 15
Falchion miss recoveries reduced to 400ms
Heavy Handaxe miss recoveries reduced to 500ms
Mace strike windup 25ms faster
Mace stab windup 50ms slower
Mace miss recoveries to 600ms
Rapier miss recoveries reduced to 400ms
Bastard sword 1H stamina negation nerfed to 12
Bastard sword 1H stamina on hit reduced to 6
Bastard sword 2H miss recoveries reduced to 400ms
Messer 2H miss recoveries reduced to 550ms
Messer stab windup slowed down 25ms
Shortspear miss recoveries to 600ms
Shortspear can no longer combo
Shortspear point cost reduced to 3
Billhook strike pull distance increased
Longsword stamina negation buffed to 13
Longsword main mode miss recoveries reduced to 550ms
Longsword main mode strike windup 15ms faster
Longsword alt mode miss recoveries reduced to 400ms
Longsword alt mode strike windup 25ms faster
Estoc main mode miss recoveries reduced to 600ms
Estoc main mode stab windup 25ms faster
Chambering with Estoc now costs 10 stamina instead of 15
Estoc alt mode miss recoveries reduced to 400ms
War Axe miss recoveries reduced to 600ms
Poleaxe main mode miss recoveries to 600ms
Poleaxe main mode strike windup 25ms faster
Poleaxe alt mode strike can now repair toolbox buildings
Mostly quick fixes for Feitoria addressing exploits and some balance tweaks for Frontline. Tweaks to Invasion balance and objective design will follow in a future update.
Patch #13 Hotfix 1 Changelog 29/10/2019
Fixed Feitoria NPC weapons counting towards teamkill autokick
Small collision fixes on Feitoria
Removed mortar on Feitoria for the time being
Nobles and Guards on Feitoria can now properly drop/throw/use weapons and equipment that they have picked up
Tweaked Capture point and spawn placement between Outskirts and Keep capture points on FL_Feitoria
Fixed overlapping fortifications on FL_Feitoria
Lowered max speed of siege tower on INV_Feitoria
Tweaked collision on Large Rock spawners so you can walk over them
This content update marks the release of Feitoria, our biggest map yet, featuring all of our current game modes. Feitoria dock area
In addition, we have also added more siege-oriented features, such as the ability to drop and raise ladders, chuck large two handed stones from above, tip over baskets of rocks, and even pour boiling oil from cauldrons positioned at strategic locations.
Assortment of some new interactables
A new flat top helmet with 5 variants.
In the coming weeks and months we will be releasing more content additions and gameplay improvements: we’re adapting Mountain Peak for Invasion, finishing up work on our next new map Castello, as well as giving Horde mode some much needed attention.
Patch #13 Changelog 28/10/2019
Gameplay
Added new map, Feitoria with support for all existing modes: INV_Feitoria_0, FL_Feitoria, HRD_Feitoria, FFA_Feitoria, FFA_Feitoria_64, SKM_Feitoria, SKM_Feitoria_64, TDM_Feitoria, TDM_Feitoria_64, BR_Feitoria
Added stone basket trap interactable to existing maps
Added oil cauldron interactable to existing maps
Added boulder throwable which can be obtained from an interactable stone pile placed on existing maps. Deals more damage the faster it’s falling (gravity)
Ladders now have an interaction UI widget like most interactables, and can now be dropped and raised by holding interact, as long as nobody is on them
Invasion player respawn to 5s again
Fixed getting stuck on Taiga trees
Added 3 choppable trees to Grad
Fixed exploiting NPCs in invasion/frontline by blocking them off
Fixed removebots command removing map NPCs
Combat
Crouch slowed down 25ms
Reverted miss combos no longer having lunge change from previous patch
Increased climbing speed on ladders by 15%
It is now possible to jump off ladders while on them, jump will go where the player aims
Base jump stamina cost reduced to 10
Cat perk fall damage reduction buffed to 90%
Brawler perk now also speeds up fists
Executioner Sword strike turncap now more strict
Executioner Sword stab stamina drain reduced by 1
Visuals & Misc
Added new flat top helmet with 5 variations: Covered flat top, Covered flat top orle, Enclosed flat top, Enclosed flat top orle, Visored flat top
Fall damage now has camera shake
Camera calculations (3p and 1p) now take into account scale, making scaled characters look natural (viewmodel animations)
Character scale is taken into account for interaction distance, allowing picking things up etc for bigger characters
Fixed crossbow 1p interact animation
Destroyable fence gate now has an additional state that removes the bottom board.
Helmets now draw fake shadows onto the face to add depth and make them seem more grounded
Fixed kills with torch saying “Stone” in the killfeed
Sound
Improved a few equipment fall sounds and added some that were missing
Ragdoll fall impacts now play the body thud sound while alive (previously only played when dead)
This patch mostly features combat changes for improved readability as well as some other bugfixes.
Patch #12 Changelog 27/09/2019
Gameplay
Fixed invasion spawn values being different from Frontline: Player spawn 5->15, Ballista 30->180, Cata 30->180, Horse 30->120
Added destroyable trees to taiga that act as bridges and environment traps
Adjusted spawns on camp to favor first objective for attackers a bit
Added another burnable house to the camp on taiga to make defending a bit easier
Updated mod.io plugin (Linux server crash fix)
Fix for mod downloads being skipped
Potential fix for auth ticket error
Fix for failing community server reward drops
Combat
Miss combos no longer have lunge
Ripostes can now chamber, their chamber window is the entirety of the windup (chamber restrictions/sides still apply)
Riposte clashes will now overpower regular strikes
Flesh wound now sets stamina to 0 when it triggers
Flesh wound point cost reduced to 2
Blocking horse rider couch/joust no longer ragdolls
Adjusted regular strike release curve - now looks better and more readable
Riposte strikes now have their own release curve, which is linear - this fixes the stutter in the early release transition periods and makes them more readable
Visuals & Misc
Fixed a spawn protection box that poked through the ceiling on INV_Grad
TeamFlinch is now a server variable (same place as teamdamage is set, TeamDamageFlinch = 1 to enable) which will cause team hits to flinch teammates. Disabled by default.
Riposte stabs no longer angle (always straight), they also no longer let you choose the side of the stab, the side chosen is inherent in the parry side, which forces stabs to use the more readable (flip-around) animation, fixing cases of "jpeg stabs"
Strike->stab morphs will now force the stab to use the same angle as the strike, making the action more natural looking and less snappy
Attack turn compensation is now enabled in all directions (previously depended on angle, e.g. horizontals had no up-down compensation, and overheads had no left-right compensation). - this will make certain cases more readable and no longer instant hit
This hotfix aims to improve the stability of our backend, some client and server side CPU optimizations, as well as other miscellaneous fixes.
Patch #11 Hotfix 2 Changelog 20/09/2019
Changes to improve backend stability
Players are now locked out of most menus if connecting to the backend times out (5 min) and asked to try again later; primarily prevents players from breaking their loadouts
Fixed community servers not logging back in after their session expires
Pushables no longer receive decals
Marked all instances of localizable gamemode names as non-localizable, which fixes various issues with servers running in a localized region
Fixed mod manager nav button not lighting up correctly when selected
Updated mod.io plugin (CentOS support)
Client & server CPU optimizations
Slightly different network prioritization calculation for characters
Medpack now gives score depending on how much was healed (0.75 score per 1 hp healed), so at 100 hp healed you'd get 75 score, before it gave 50 score regardless of amount of health restored.
Fixed scoreboard not scrolling to show player entry
Fixed a bug involving equipment restrictions in duel that could cause them to be bypassed
It appears that our back end has been affected in some unknown way. This back end is in charge of gold, xp, items and the levelling system. Many players are experiencing a "Please wait" message at the main menu. This is the game receiving the players inventory and usually only lasts a few seconds. If your inventory takes longer then that, we advise that you close down the game, to avoid any inventory conflicts, while we attempt to sort out this issue. As always, thanks for your patience and understanding. We hope to resolve this as soon as possible.