This hotfix includes fixes for some critical issues that came up with Patch #22. We are still looking into an issue involving a bug that lowers server performance temporarily, causing desynced gameplay and lag. We are investigating and working on solving this issue, but have not been able to track it down just yet.
Patch #22 Hotfix 2 Changelog 17/09/2021
Combat
Horses now slow down slightly more when hit by melee weapon
Weapons & Equipment
Fists no longer have miss combo windup debuff
Maul stab release reduced 25ms
Slowed down two handed rock throw slightly again & fixed turncap issue
Buffed damage for rock basket, removed ragdolling and reduced knockback
Carrot no longer repairs
Brawler and Fury point cost reduced to 3
Maps
Horse respawn time increased by 60 seconds in Frontline and Invasion
Fixed crossroads noble receiving too little damage
Fixed several Feitoria issues and improved balcony path
Adjusted bot spawn points on HRD_Grad
Fixed rock issues on Mountain Peak
Named Cap points for FL_FeitoriaAlt, the castle point no longer includes basement and first floor
Fixed names on FL_CampAlt points and added more buildables to the map
Added Anti buildable volumes to problematic roofs on Camp
CombatTest
Fixed new 2h sword parry anims having different right/left angle values on CombatTest
Removed LongswordNoMissComboTest from CombatTest and replaced it with LongswordNewAnimTestProper - This new longsword on combat test has new animations only on strike ripostes and parry, otherwise same as normal and is the first step to getting anim replacements into live. Also several experimental mechanics changes (CombatTest only)
Misc
Fixed mortar camera shake
Fixed bug where long range projectile paths do not sync up correctly on clients
Fixed noble objectives causing a loss in some cases even though they have health left.
Fixed flickering of a leaf material on Camp
Sounds
Enemy footstep volume increased
Enemy horse footstep volume increased & range increased
Lute volume & range reduced
Added volume slider for instruments
Fixed kill sound issues
UI
Fixed an issue where the scoreboard wouldn't scroll to show the local player's entry, will now also attempt to scroll the entry into the center
Added arabic fallback font, this should fix some cases of invisible names where these characters were used
Updated text flow direction to left-right everywhere player names appear
With Patch #22, we have upgraded Unreal Engine from 4.20 to 4.25. This spans two years worth of engine updates, solving many underlying technical issues and giving us access to new tools. We know this took a while, but we had to make sure everything still works, and fix a lot of things that simply stopped working for one reason or another.
While not the massive content update a lot of you were hoping for (that one is still coming!), we have included new cosmetics, entirely redesigned the play areas of maps for Brawl, added two new Frontline variants, and some combat changes to shake things up.
Among the changes to combat are making miss combos easier to punish, combo feint-to-parry easier to perform, while movement has received changes to make it more streamlined and fun. Bloodlust has been reworked in order to tone it down, the viability of gambling with kicks has been reduced, and weapons are now less likely to get stuck on environment. For a more detailed description of changes, take a look at the changelog below.
We are also enabling double XP and Gold for a week!
Loadouts sporting some of the new armor pieces
Bohemian Mauls and their smaller Warhammer brothers
Dacian Falx Set
War-Dart Javelin Set
Sun ray Spear
Kettle sallet with and without bevor
Patch #22 Changelog 07/09/2021
General
Upgraded Unreal Engine from 4.20 to 4.25
Skins
Added Florentine set
Added Dacian Falx set
Added Bohemian Warhammer set
Added Bohemian Maul set
Added War dart Javelin Set
Added Hussar armor set
Added Sun ray Spear
Added Cuirassier Chest and Legs
Added Kettle sallet with and without bevor
Added italian sabatons
Updated various item’s proportions and/or textures for Duke’s pollax, Burgundian Cuirass, Corazzina, Kastenbrust faulds and others
Combat
Adjusted horse bump, removing bumps from behind and greatly reducing bumps from sides
Shield wall can only be raised out of idle now, fixing various exploits
Bloodlust reworked - no longer gives extra health on kill, now starts regenerating health on kill right away which will stop if you get flinched or start a parry. Point cost adjusted.
Missing now slows down comboing, which makes it easier to punish a missed swing
Combo weapons can now parry in miss recovery at stamina cost (the same as combo feint to parry, without having to combo, making it more accessible)
Time to get ragdolled from falling increased from 1.25s to 1.5s
Movement adjusted: sprint start (partial sprint) is now slightly slower, but acceleration to max sprint speed is much faster. Landing a successful hit no longer puts players into partial sprint, this means you keep your sprinting speed on successful hits. Punishing runhau is now easier, closing gaps is faster and traversing maps is less sluggish.
Increased movement slowdown when getting parried/blocked by enemy very slightly
Kick stamina gain on hit reduced to 5
Kicks no longer flinch attack releases (still flinches windup and early release)
Kick feints now cost 10 stamina
Shield wall active parry no longer blocks kicks
Parry recovery increased 25ms to reduced double parries
Adjusted how attacks collide with the world, making it less likely to clip environment with your weapon and getting your attack stopped by world collision
Nobles now have increased health instead of a damage % reduction modifier. This means that ranged and fire damage no longer deals more damage than melee damage proportionally
Parry no longer forces a reset of slowkick, that now happens when you successfully block something. Fixes case of using fast recovery from flinch to get faster kick.
Added Longsword with no miss combo to CombatTest
Toolbox now banned in skirmish
Killing peasants no longer hitstops
No flinch attacks no longer knockback
Strikes will no longer glance if they hit someone previously
Ripostes will now use the start angle of the last block and not start of windup for glancing, this prevents late ripostes from doing weird 360 drags when the spinning is done during the parry
Weapons & Equipment
Smoke bombs are now limited to a maximum of 1 per loadout
Beartrap no longer ragdolls if the planter is friendly/self
Beartrap now uses vertex pulling on the material when planted, allowing it to be seen better through clutter
Fire pit now lasts 2 minutes before it self destructs
Catapult adjusted, now has less range overall but is faster to push
Messer turncaps slightly more strict
Eveningstar main mode turncaps slightly more strict
Eveningstar main mode misses now drain 1 more stamina
Billhook range buffed 5cm
Billhook strike combo now faster
Billhook strikes now deal more damage against plate armor (same HTK)
Billhook stamina negation buffed to 13
Billhook turncaps slightly more strict
Falx damage against T1 torso buffed, can now one shot
Partisan stamina drain increased by 1
Maps
Lots of map optimizations
Various collision improvements and fixes
Updated mountain peak map layout
Redesigned Mountain Peak, Crossroads, Feitoria and Taiga map for Brawl modes
Added visual improvements to Grad
Arena visual & optimization improvements
Fixed various stuckspots
Horses no longer spawn on TDM camp
Various OOB volume improvements
Animations
Added new WIP combat animation sets to CombatTest
New stun animations
Adjusted Polehammer and Bardiche armory poses to their new ranges
Improved IK grounding visuals and camera feel
Horde
Blocked players from going to dungeon in Grad
Added few of the peasant weapons as Horde purchaseables
Added all the missing weapons to all of the maps
Tons of various horde improvements (AI behaviour, AI stats, equipment prices, navigation...)
Difficulty now adapts to amount of players in the team
Misc
Various improvements to bot behaviour
Fixed players unable to input attacks during flesh wound at certain times
Added AdminActionsWebhookURL - allows server owners to specify a URL to post admin actions to
Added methods for posting admin actions to (primarily Discord) webhooks
Some minor BR improvements, added missing weapons into chests etc.
Exposed Battle Royale to server browser
Assist damage to count as kill reduced from 75 to 50
Changes to how AI act if too many of their AI allies are on a single target
Bots will now use ladders less often
Added ability to cut off multiple limbs with one attack
Fixed jump and land animations not playing when repeated in quick succession
Updated localization
Fixed an MMR exploit
Minor chat command fixes
Fixed the CustomPaks folder causing crashes
Matchmaking now prioritizes servers with the least amount of open slots which should result in single servers filling up instead of players being spread out over multiple servers
Admins can now see votekicks for both teams
Preferred weapon mode now remembered in most cases
Early implementation of json RCON added (WIP)
Disabled log output for voice which was spamming the log
Sounds
Lots of sound improvements and new sounds
Various sound optimizations
Added new sounds to siege engines
Added separate voice volume slider (only affects voicelines, not grunts)
Lute now has new sounds and much more range in the notes it can hit (through the EquipmentCommand console command)
UI
Replaced emote/voice menu entries with actual binding prompts
Changed "reset to default" button text to be white (from grey), so it is not confused with a greyed out disabled button.
Added gamepad key prompt to main menu "return" button
Added report server lag button to chat window
Fixed server browser breaking in 4:3 resolution, improved element alignment
Toolbox build widget improvements: added icon, small text changes, now always indicates if placement is valid/invalid in the UI (previously only indicated by the red/green color change)
Set up new font system under the hood, localized fonts are now slightly different
Potential fix for the “out of bounds”/retreat text getting stuck on screen
Fix for issue with commas in the server browser’s ping field
Additional context menu options in the chat box and scoreboard
Improved BR scoreboard functionality
Changed "Network checksum mismatch" error message to "Game or mod version mismatch" to make it easier to understand
Match duration in UI now correctly matches to value set on server (was wrong on community/custom servers)
Hi all! We've been closely working with our server providers, and yesterday we replaced all of our east and central North American servers - this should help a little with some of the issues we're facing. If you're in these regions, please let us know how you're liking the new servers, and keep in mind that this isn't the end-all-be-all for server improvements; we are continuing to monitor our network situation and we'll be looking into ways to improve things going forwards. Thanks for your patience!
To celebrate, everyone will receive doubled gold and XP rewards until Monday, May 3rd. Additionally the game will also be 50% off for the same duration.
Mountain Peak INV: Fixed players being able to camp prisoners before the ram objective is over.
Mountain Peak INV Adjusted all VIP containment volumes
Mountain Peak INV: Slightly moved back and stretched the spawns for both teams on prisoner stage
Mountain Peak FFA: Moved a spawn point that was on top of a tower without a way to go down
Fixed periodic dips in server tickrate by moving server location pinging into an online async task
Fix for expiring session tickets on community servers
Fixed servers considering mod downloads as idle time and therefore changing the map after 10 minutes resulting in long lasting downloads being interrupted
Rare client crash fix
Fixed door/vehicle target info text getting stuck when spectating
Removed "New" label from teamfight gamemode button
This Hotfix includes miscellaneous tweaks and fixes.
Patch #21 Hotfix 2 Changelog 21/04/2021
General
Finetuned positions of a few purchasables on HRD_Grad, HRD_MountainPeak and HRD_Camp
Fixed cheese spots on HRD_Crossroads and HRD_Taiga
Adjusted some spawns slightly on FL_Castello
Reduced fire ballista bolt ship damage on FL_Castello.
Resized some textures a bit to allow compression
Spawn screen now updates widgets more frequently, fixing cases where a newly captured point wasn't clickable
Throwing knives, throwing axes, javelins, rocks, smoke bombs and fire bombs no longer disarm on hit
Fixed a bug where flinchable state was being overriden, causing some cases to be flinchable when they shouldn't e.g. ragdoll falling (which allowed downed players to parry)
m.DrawTracers now shows red and yellow tracers separately. Red cannot collide with environment.
Increased number of tip traces that ignore environment from 2 to 4, which reduces chances of hitting static objects towards the tip of the weapon.
Added m.VisualizeBlockCollider to visualize block and forward block colliders, only works in local play
Fixed some potential issue in forward block collider detection
Strike early release no longer deals damage to objects
Removed Block view tolerance in armory stats UI since it's no longer used
Fixed incorrect team damage setting on Skirmish
Fixed pre PlayFab progress not being imported for returning players
Added bUseOfficialBanList and bUseOfficialMuteList settings to Game.ini; defaults to False, setting to True allows the official server ban/mute lists to take effect on community servers
Fix attempt for a rare crash that could happen due to multithreaded shared pointer access
This hotfix addresses some of the critical issues that came with Patch #21. Regarding performance issues caused by Patch #21: while we expect performance to improve with this hotfix, we are still looking into the cause of some of the performance issues and we will be following up with more hotfixes to address them. Thank you for your patience!
Patch #21 Hotfix 1 Changelog 16/04/2021
General
Castello Frontline: Fixed some stuckspots and extended some out of bounds kill volumes
Castello Frontline: Adjusted blue spawns on Keep Capture Point to reduce run times.
Castello Frontline: Clamped Y max rotation to the minimum on ballistae.
Castello Frontline: Lowered aggro radius for nobles to prevent them from ascending/descending stairs
Castello Frontline: Moved top spawns on blue side to the outer balcony
Castello Invasion: Fixed being able to pick up treasure chests even after enough of them have been delivered
Camp: Fixed a material that could not compile
Contraband: made kill volumes less overzealous, added missing ones.
Feitoria: Attacker spawns adjusted to not be in the LoS of ballista & turd spawn fix