Good morrow knights! A minor hotfix (2.9.1) has been released that resolves a character customization reset bug, fixes crossparty bugs, as well as two Montcrux map issues.
Customization
Fixed an issue where character customization and settings would reset
The save data for character customization and settings were set to the incorrect file path, resulting in the failsafe to reset the player’s customization back to the default values. As a result of this fix, your customization may reset once more or return back to their previous customization seen before 2.9’s release. If players on PC wish to keep the customization and settings they made post 2.9’s release, the following workaround can be done:
Make sure the game is closed
In your file explorer, navigate to “Chivalry 2/TBL/Saved/Cloud”
In a separate window, navigate to the location where your game is stored
Navigate through %localappdata%/Chivalry 2/TBL/Saved/Cloud
Backup the Cloud folder in your appdata directory
Copy over the Cloud folder seen in your game directory to your appdata directory
Start the game
[/i] [/list] If done correctly, you should see your customization persist.
Crossparties Beta
[Xbox] - Fixed a crash that would occur when reading party info during matchmaking
[Xbox] - Fixed an issue where the game would not transition a player into a party when joining the party via the friends list while in a suspended state
[Gamepass] - Fixed an issue where the game would not allow the player to send a game invitation via the Game Bar prior to sending an invite in-game
[Gamepass] - Fixed an issue where the party leader could not kick a party member on the same platform
The Reclamation of Montcrux
Fixed an issue where horse spawners would be active in 64p Matchmaking
Fixed an issue where the third left wall explosion during stage 2 would teleport players in the map
We fixed the problem with filling up the water We fixed flying floaters issue We fixed the vacuum cleaner item dock We remove extra whiper We fixed the problems with item's rotation in VAN
We are aware that there are some more bugs - we are working on them so there will be few more patches as soon as they will be ready
- Fixed a bug where bots would sometimes ignore all enemies for a while. - Fixed an issue with data containers weapon entry prefabs not being initialized correctly, which could potentially lead to various related bugs.
Officers, fighting every day in the arena, in instances, in castle sieges, even in the watch tower, get an RP resource, this event will bring you great rewards if you can keep the top places in the event. Fight, collect RP and get rewards. Good luck!
We’ve been busy listening to everyone and improving some features. 1.26 will have a good deal of graphical improvements, performance tweaks and improvements along with some neat feature adds. We have released our latest build on the experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
Graphical Improvements (Environmental Changes)
Graphical improvements are a big part of 1.26 as is performance, as you can imagine the two go hand in hand. Andre has spent a good deal of time over the past couple of weeks improving vegetation shaders, fog shaders and lighting among numerous other visual changes.
Fog and Lighting Improvements We’ve improved fog effects in 1.26 leading to a more cohesive and eerie vibe all around. Fog has been a bit of a thorn in our side for some time, causing performance issues and just generally never looking right.
There was a point where we had been happy, however a river/ocean shader update through a wrench into the works. I would take a good deal of reworking and work around to get our original fog shader working again and that’s exactly what Andre has done for 1.26
We’ve reintroduced the old fog system which is made to work with our day cycle system. The results speak for themselves, along with the looks we’ve gained some performance which may be noticeable on low end rigs.
Lighting has also been improved, you’ll notice bright crisp mid-day lighting. Colors have been balanced for an improved general atmosphere while also upping the creepy factor. We’ve tweaked lighting to reflect nature render changes.
Reduced grain
Increased sun mesh brightness
General small tweaks to the lighting
Reduced AA and sharpening from AA to improve ghosting and fix black edges around some objects
Graphical improvements to terrain grass detail rendering
Improved sharpening on image effects to fix black outline around objects in the distance
Anti aliasing tweaks to fix ghosting and blurriness
Improved fog effects.
Water improvements to work with new fog
SpeedTree shader improvements
Sun now always visible when it should be.
Increased sun brightness for improved graphics
Improved resolution of distant terrain meshes.
Improved textures and resolution on terrains in the distance.
New distant tree models created for every type of tree.
Fix for bright campfire smoke in the distance
Fix for dark terrain lighting artifacts on grass and dirt in the distance
Old Fog System (with its issues)
Added water fade to remove that rough edge
The results of updated fog/water shaders
Old and new fog comparison 1
Old and new fog comparison 2
Full Resolution Comparison Shots
Mountain Sunset Before
Mountain Sunset After
Power Station Before
Power Station After
Union Point Before
Union Point After
Distant Terrains and Trees
The fog improvements aren’t the only environmental improvements to go into 1.26 another big performance and visual improvements are distant terrains and trees. These terrains and trees are loaded at a distances and drastically help with performances. The new distant terrains and trees are more visually pleasing along with being better on performance.
Distant terrain old/new
In game distant trees/terrain old/new
Crafting and Inventory Improvements
We've watched a lot of YouTube videos and live streams of the game over the past couple of weeks and one major thing that has stood out to us is the need to make our inventory/UI experience cohesive.
We've rolled out category dividers, sorting and click windows to the containers and crafting pages. Streamlined the dropping/moving/moving all flows and introduced a quick craft button via the crafting lists click window. While there's still improvements to be made, these changes should make things nicer to use.
Crafting/UI
Crafting categories are opened automatically when filtering items via the search option.
Newly unlocked craftables are now labelled so they’re easy to find.
Added click window functionality to the craftable items list.
Added ability to quick craft via the click window.
Crafting complete sound now plays when crafting max.
Scroll position is saved when returning to the craftables list from a recipe.
Inventory/UI
Player inventory now only automatically returns to the ‘All’ tab after 30s without accessing the inventory.
Consumables now show in the relevant tab in player storage.
"Take" buttons from containers and updated UI to use the Click window method the same as the inventory.
Added 'Take All' button for each stack of items within a container.
Containers now have category divider to match the inventory
Containers are now sorted in the same way and the inventory.
Move All button only shows when moving to container when quantity of item is greater than 1.
Containers can now be sorted the same as the Inventory.
Click window no longer closes when dropping items if the quantity is over 1.
Improved spacing around items in the container window to match the inventory.
Searching now opens categories
Quicker crafting with the updated click window
Crafting sorting and sort by level
Container dividers
Click window and move all in containers
Patch Notes - Experimental Update
Environment & Graphics
Graphical improvements to terrain grass detail rendering
Improved sharpening on image effects to fix black outline around objects in the distance
Anti aliasing tweaks to fix ghosting and blurriness
Improved fog effects.
Water improvements to work with new fog
Speedtree shader improvements
Sun now always visible when it should be.
Increased sun brightness for improved graphics
Improved resolution of distant terrain meshes.
Improved textures and resolution on terrains in the distance.
New distant tree models created for every type of tree.
Fix for bright campfire smoke in the distance
Fix for dark terrain lighting artifacts on grass and dirt in the distance
Crafting/UI
Crafting categories are opened automatically when filtering items via the search option.
Newly unlocked craftables are now labelled so they’re easy to find.
Added click window functionality to the craftable items list.
Added ability to quick craft via the click window.
Crafting complete sound now plays when crafting max.
Scroll position is saved when returning to the craftables list from a recipe.
Inventory/UI
Player inventory now only automatically returns to the ‘All’ tab after 30s without accessing the inventory.
Consumables now show in the relevant tab in player storage.
"Take" buttons from containers and updated UI to use the Click window method the same as the inventory.
Added 'Take All' button for each stack of items within a container.
Containers now have category divider to match the inventory
Containers are now sorted in the same way and the inventory.
Move All button only shows when moving to container when quantity of item is greater than 1.
Containers can now be sorted the same as the Inventory.
Click window no longer closes when dropping items if the quantity is over 1.
Improved spacing around items in the container window to match the inventory.
Performance
Improved stuttering caused by terrain grass details
Lighting tweaks to compliment image effect improvements
General image effect improvements and performance fixes
Admin
New player/welcome message config option now implemented.
Disabling drone camera smoothing now disables smooth movement and fov changes on top of mouse movement
We are so excited to share what we have been working on! From the developer of "Memories of East Coast" and "I'm A Pencil", Origami Solutions is a new project by Roomah Gaming.
Early Access:The visual novel is still in its early development.
Work In Progress: We've released a demo that you can try out!
Embark on a gripping tale of loyalty, betrayal, and family ties as you guide Adam through a world of power struggles and moral complexities. Uncover dark secrets, navigate intricate relationships, and witness the consequences of every choice, shaping not only Adam's destiny but the fate of those entangled in the web of secrecy.
Dynamic Decision-Making: Shape Adam's destiny in a riveting narrative with personalized outcomes. Intricate Character Relationships: Navigate complex bonds with Adam, Edward, and allies for a unique, emotionally resonant journey. Reveal Dark Secrets: Uncover hidden truths about Adam's father and Origami's inner workings. Multiple Endings: Experience impactful resolutions with myriad choices, shaping Adam's fate and Origami's future.
We've observed that many players were trying to play as human (thus trying to join a match), but there's been a shortage of available hosts, leading to fewer lobbies. To address this, we've increased rewards for playing as SCP / hosting.