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Chivalry: Medieval Warfare Patch 22

Patch 22 Notes

*** DLC Knights will NOT yet be released with this Patch ***

New

  • New dynamic crosshair (Swing and combo indication)
    • Users can switch to the original style through the keybindings option

  • Bubble reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
  • Default FOV changed from 95 to 105
  • Added a new level 60 helmet
  • On death, print damage taken/dealt during life to console

Animation Changes

  • All weapon animation have been updated
    • On all classes

  • Updated longsword and 1-handed animation based on feedback
  • slash02 attack for long sword, alt+slash for 1-handed
  • Fixed longsword tracer for DLC knights on both faction

    • 1handed stab 1st-person tracer
    • Fixed alt slash021 tracer not lined up for 2-handed longsword
    • Updated flail over head 1st-person tracer

  • First-person animation polish for pole-weapons, 2-handed swords, Heater Shield
  • Fixed quarterstaff overhead animation showing incorrectly as underhand in first person
  • Improved release to parry blend animation.
  • Updated double axe 1p and 3p animations
  • Updated 1p dagger daze
  • Flail 3rd-person combo animation updated
  • General animation polish across the board
  • All First-Person animations have been updated to fit the new camera position

General Fixes

  • Knight DLC can be purchased for free in the BETA branch in preparation for live launch.
  • Knight DLC can now equip default and previously purchased knight helms
  • Fixed gore mesh for DLC Knights (untextured gore)
  • Default knights (Mason and Vanguard) can now properly wear DLC knight helmets
  • Fixed autobalance bugs.
    • Don't allow a player to switch teams when balanced.
    • Fixed bug where player shows up in the wrong scoreboard.
    • Don't show enemy markers of spectators.
    • Fixed LTS scoreboard showing the correct number of players alive.
    • Fixed a bug where you can't spawn if you were a spectator before a map change.
    • Fixed ranged crosshair being stuck red after death.

  • Fixed new knight first-person armour to match third-person
  • Fixed Agathian archers saying “I’m in your debt” in place of the you’re welcome command
  • Fixed floating sticky projectiles after head explosion.
  • Fixed team damage message.
  • Crosshairs appear white for allies and red for enemies
  • Updated first person longsword, two-handed axe, dagger, buckler animations to better fit the new camera position
  • Dark Forest: Ammo box cooldown time in LTS game mode changed from 5 to 20
  • Flail is no longer missing sound
  • Launcher: auto-close prompt dialogue when downloading done
  • Reduced maximum recovery time to 0.9
  • Take hit indicator points toward attacking player, rather than toward point of impact
  • Default server tick rate set to 60Hz
  • darkened armour and fixed upper arm guards
  • Chivalry splash screen has been updated with new logo and 'editor' text
  • Fixed ragdoll fire screaming getting stuck on death
  • Disabling barbs for the time being
  • Doubleaxe lod geometry hole fixed
  • Fix server browser
  • Console damage is toggleable, has a new mode that is less verbose (old mode still available)
  • Fixed dying sound mode getting stuck; removed unnecessary client/server communication for heartbeat and dying sound mode
  • Lighting on pawns in the customization screen tweaked
  • Emblem/trim "dark grey" made blacker
  • Added helms to default knights and made the mason helm fit better on the default mason knight
  • Fixed various map bugs from this thread: http://forums.tornbanner.com/showthread.php/17424-Map-collisions-and-stuck-spots
  • Stair Collision Fix for Tavern
  • Localization change to put numbers in front of emblems for easier browsing
  • Workaround for material crash in legacy maps

Beginner Mode Map Changes

Citadel

  • Agatha
    • Expanded press E to use on the Ballista.
    • Added indication as to what to shoot. (Health Bar)
    • Fresnel shader on locks added
    • Sparks appear on every hit
    • 3 Clusters of peasants (all slaves must be set free)
    • Markers are removed once slaves are freed
    • Health bar appear for door

  • Mason

    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door


Battlegrounds

  • Both Factions
    • Hud markers are located closer to burn targets


Dark Forest

  • Agatha
    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States


Stoneshill

  • Agatha
    • Indication to burn buildings on torches (volumes)


SDK Changes/Additions

  • Added Giant stomp crushing sound
  • Editor splash updated
  • Perfect enemy knowledge property + node for AI
  • Added missing sockets to gore mesh.
  • Added customization overriding into AISpawnNPC / AISpawnStandardBot
  • When transitioning to a custom map, server will check if map is out-of-date; if so, it updates it.
    • This is new functionality that may not be fool-proof yet

  • Going with that change, servers automatically transition when sitting on an SDK map with no players for several minutes to stop them from getting left on an out-of-date map
  • semi-fix the overrides in AISpawnNPC
  • Example maps for SDK people

    • ExampleMaps/HelmetScene.udk
    • ExampleMaps/WeaponScene.udk