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BETA - Chivalry: Medieval Warfare Patch 21

Any help testing will be appreciated.

RC Changes

  • Fixed new flail crouch animations
  • Polished new flail run animations
  • Reduced MAA dodge stamina from 25 (Beta 1) to 20 (vs. the pre-patch cost of 15)
  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • 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.

Beta 4 changes

  • Revamped flail's animations
  • Switched flail's shield to the Heater
  • Updated SDK assets and AOCTO-SDK_Asset_Showcase map
  • 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 without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)

Beta 3 changes

  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.
  • 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)
  • 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 (GetServerSdkMaps, GetServerRotation, GetServerMod)

Beta 2 changes

  • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
  • Improved physics asset for flail
  • Fixed flail animations (issue introduced in Beta 1)
  • Fixed everyone using MAA's voice (issue introduced in Beta 1)
  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed SDK Castle Builder's arch's trim

Gameplay

  • Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • Maa Dodge stamina cost increased from 15 to 25

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

  • New assets for SDK users

    • Rocks and foliage from DW


SDK changes

  • Let mods override gamemode in the server browser
  • 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
  • NB: 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