Gameplay
- Slowed down bearded axe overhead
- Reduce 2H flinch time to 0.8
- MAA dodge stamina cost increased from 15 to 20
- Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
Animation
- Improved physics asset for flail
- Revamped flail's animations
- Switched flail's shield to the Heater
Map fixes
- Fixed bell audio in Tavern
- Fixed outhouse sounds not activating
- Fixed various collision bugs reported on the official forums.
- Fixed an exploit allowing players to access the area by the cow.
Misc.
- Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
- NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
- Eyefinity: including missing DLLs
- Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerRotation, GetServerSdkMaps, GetServerMod)
SDK content additions
- New example maps:
- Strip the player of weapons and place pickupable weapons in LTS-Gladiator
- add Ticket-based spawning system to any map with AOCTO-Ticket-based
- New materials and example material setups for SDK users
- stone and masonry master material:
- master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
- example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
- stone and masonry master material:
- New assets for SDK users
- Rocks and foliage from DW
- Several other assets
- Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
SDK changes
- Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
- Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
- Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
- Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
- Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
- Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
- Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.