Chivalry: Medieval Warfare Patch 27
***Focus on Fixes and Improvements!***
Gameplay
- Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
- Fixed archer bots on server. They will actually hit players now with ranged weapons.
- The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.
General
- Boiling oil splash now shows on servers
- Fixed 1p double axe sprint animation
- Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
- Players would experience a crash joining a match after having visited the customization menu
- Fixed a variety of carried weapons visibility in 3rd person
- Reverted back to old Mason brown primary colour.
- Re-positioned Mason barb archer helmet to prevent clipping
- Brightened mason vanguard barb metal chest plate for better emblem visibility.
- Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
- Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
- Korean translation: Steam build scripts updated, localization .ini added
Maps
Outpost
- Fix for players being able to skip the breakable objective
- Replaced the blaze mesh with a barb
- Outpost Objective Tweaks.
- Playspace modifications around falling log.
- Capture Volume and Barbarians killed required to win now.
- Condensed Objective Text. Changed language on Outpost to support final objective.
- More safety checks for the final capture volume
- Changed outpost chieftains to be wearing cow skull helmets.
Coldfront
- Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
- Improved Cull Distance Volumes on Beach and in the Castle.
- Removed Ice Rock from "Boat Ramp" path.
- Removed spec off of the landscape material which should help performance
- Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
- Lowered number of materials on the keep meshes
- Coldfront ocean material have significantly fewer instructions, may help performance
- Replaced all bsp with meshes
- Added epic blocking volume in harbor area for the floor
- Replaced fracture mesh doors with static meshes.
- Added minor Set dressing inside castle walls.
- Added collision to back wall in throne room
- Refined playspace around Courtyard.
- Cover Pass
- Added more props
Hillside
- Made spectral echo ghostly again
- Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
- Added some barrels in caves to prevent stuck collisions
- Tweaked arch collision
- Put the breaking wall on precomputed lighting
- Aligned flames with stationary torch meshes
- Minor fixing of a couple ruined meshes
- Garbage cleanup on variant levels
- Replaced unclothed flags with static mesh versions with lightmaps
- Created lightmap UV for broken lighthouse
Battlegrounds
- Minor optimization: Replaced a few skeletal meshes,
- Adjusted some culling distances
- Removed a few background assets.
Darkforest
- Minor optimization: Non-gameplay relevant particles only show up on medium settings now
Stoneshill
- Removed floating arrows in village
Citadel
- Visual improvements to the broken wall
- Added culling for all particles
- Reduced particles for low settings
- Added in a cheaper tower mesh with 3 rather than 6 material IDs and replaced instances in the background with it.
- Made changes to the kismet so that the broken wall mesh does not matinee up it just toggles collision off and on