This patch contains a little bit of everything. Two new Invasion scenarios, one on Grad and one on Crossroads, three new skins, and a new structure for the toolbox. We’ve reworked shields to be more in line with how parrying works, and their rebalanced held blocks are now only available by holding the mode switch (default R) button. This allows held blocks to be used to hold choke points while making it less desirable in 1v1.
And of course, what better way to wish you happy holidays than by sprinkling the patch with some time-limited festive content. Happy holidays!
Mjölnir Maul Skin
Basket Hilt Arming Sword Skins
Brute Bardiche Skin
Firepit - ignites projectiles like arrows, ballista bolts and catapult rocks that are in proximity
Patch #15 Changelog 18/12/2019
Gameplay
Festivities
Added second Grad Invasion variant, with blue being the attackers
Added Crossroads Invasion map
Reverted Catapult Nerf
Split weapon bundle crates into two on and moved them closer to the attacker’s spawn on Feitoria Invasion
Added Fire pit for Toolbox, can be used to ignite arrows, catapult, ballista and deployable ballista projectiles
Adjusted original maul skin scale as it was stretched
Buckler/Targe can now be thrown by holding R
Combat
Kick is now 10ms faster, drains 10 stamina on hit and can be parried
Block/parry no longer forces slow kick
Switching weapon modes is now 50ms faster
Held block shields reworked - now have a longer timed parry as default. Held block can still be activated by holding R, has no knockback and very low stamina drain, but heavily slows down movement speed and greatly increases blocking turncap as well as having a raise/lowering recovery. Allows riposting, but no normal attacks.
Kicks no longer have extra ghost range vs shields
Jumping/climbing no longer cancels hp regen
Reduced Max behind parry angle slightly to fix some extreme cases of backparries
Fixed bug where ripostes would get stopped by a clash against a non riposte
Removed general shield movement slowdowns
Updated CombatTest map with some highly experimental combat changes, added SKM Variant
Weapons & Equipment
Spear can now force rearing on horses when stabbing from the front
Buffed spikes slightly
Reverted billhook movement slowdown nerf. Now 50% again
Visuals & Misc
Updated German localization
Siege tower score now ticks more frequently but awards less points on INV_Feitoria.
Improved bandage use animation
Improved lowerbody fall animation
Fixed characters jittering up/down when standing on certain surfaces
Increased score for objectives
Sounds
Blocks/parries/chambers now play a more bassy sound on top for the local player
Raised time to start screaming due to falling from 1 to 1.25
Fixed texture streaming issues and performance drop associated with it, for real this time
Gameplay
Fixed dodge not working in some cases
Adjusted catapult rock movement to be a bit shorter to avoid people shooting out of spawn protection
Adjusted shield high block animation, no longer puts shields above head and now covers body more without extending forward too much which could be abused, fixes the broken looking blocks when a shielder is looking up
Longsword strike main mode windup speed buffed 10ms (now 25ms total compared to patch 13)
Billhook immobilize slowdown reduced from 50% to 40%
Shortspear miss recoveries to 500ms
Arming sword strike combo slowed down 25ms again
Parry turncap slightly less strict
Undercut glance now more lax, will trigger less on "normal" drags
Reverted 5% global attack turncap change
Huntsman window for receiving extra damage after you’ve switched from a ranged weapon reduced to 3 seconds (from 4)
Fixed a bug involving certain objective barrels being catapulted
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)