Over 30 community-made weapons and helmets in Chivalry: Medieval Warfare are now on sale at up to 50% off, until June 22.
Plus, enjoy the following new Chivalry content and fixes.
New
Brand new set of community-made weapons and helmets
- Circled Princial Cervelliere, an Agatha Archer helmet
- The Rat Set, an Agatha Knight set that replaces the Heavy Flail
- The Tenderizer, a replacement for the Maul
- Infidels Bane, a replacement for the Messer
- Chaos Set, a Mason Knight set that replaces the Messer
- Winged Wraith, a replacement for the Holy Water Sprinkler
- Blade Brothers Sun Sword, a replacement for the Norse Sword
- Shark, a replacement for the Billhook
- Kraken, a Mason Vanguard set that replaces the Halberd
Changes
CTF
- removed touch returns - flag must timeout and auto return now
Colosseum
- spawn ramp fix
- fixed big tower axe, it was flipped to deal damage while stationary and not deal damage while rotating
- moved oasis trees that were intersecting rocks
- removed oasis trees that were intersecting the flag stand
- spring trap fix
- water volume / drowning fixed to not be permanently disabled after being unloaded - you were unable to drown if the boats were loaded twice
- spawnpoints that were underwater fixed to not be underwater
- underwater post processing volume was being overridden, fixed, underwater processing restored
- set FFA to 10 minutes from 30
Hideout
- cave lighting: modified lighting to better facilitate faction differentiation (fill lighting is now all cool colors creating spots of hot and cold lighting rather than almost all the lighting in cave being warm tone and creating situations where agatha blue looks green)
- made the cave mason spawn under the king’s platform easier to exit
- raised buried grass meshes in cave
- darkened grass outside, it appeared to glow
- Added blocking volume along back of king’s area to prevent players from jumping onto and over the fence
NoMercy
- fix bug where people spawn in the wrong area - a couple spawn points were malfunctioning and had to be deleted
- fix exploit/bug where you can spawn late and you spawn in the wrong area - changed logic to switch spawn points immediately on LTS Round end rather than after a delay after level reset
- modified lighting slightly to add some cooler tones in addition to the warm lighting
Irilla
- removed bad spawn point for defenders on final objective
- 10 second torch respawn from 20
Shore
- replaced flag with new AOCFlagAutoReturnOnly variant. The flag now can’t be returned by touch, only by time.
- set final objective flag return time to 4.5 seconds from 15
CastleAssault
- Set time limits to standards: Set FFA to 10 minutes from 4, LTS to 4 minute from 5, TD to 15 from 5
Moor LTS
- moved spawn points, blocked off a couple corners of the map
Dark Forest
- Map exploit in final area blocked
- Navigation Pylons weren't building properly
Outpost
- Block reverse overhead gate exploit
Crypts
- first wave enemies just have fists now
code
- added AOCFlagAutoReturnOnly - works just like a standard CTF flag with the exception that the enemy team cannot touch it, they must instead defend it until it auto returns.
- server CPU performance enhancements
- fix issue where "ghost" Agatha MAAs spawn once every tick until the server crashes