Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

On The Edge
Showing 1-10 of 54 entries
< 1  2  3  4  5  6 >
Update: 24 Nov, 2014 @ 12:37am

Update: 17 Aug, 2014 @ 6:07am

Update: 11 Aug, 2014 @ 3:01am

UPDATE:
I have recently been able to play test online with lots of people thanks to my personal server, I just wish that I had done this at the beginning of the contest. As I've already tested about 5 times with a nearly full server in about 2 weeks.
The last update I did seemed to be much better for the map, and was a simple matter of changing spawn times etc.
The new objectives were clearer, but still not clear enough for defenders, so that will be my focus now.

GAMEPLAY:
- Changed spawn time for defenders in town center to be longer to allow Mason's to have more of a chance against a strong defending team.
- Added a ladder which can be raised next to the town center door, after the door is broken. This won't really give a huge flanking opportunity, but it will help give Mason archers a height advantage without having to run through the doorway first and get skewered by the Ballista.
- Boiling Oil recovery time now increased by 5 seconds (20sec per use, not 15sec)
- Attempted to make objective clearer for defending team after town center, has not been tested online yet though.
- HUD markers after town center now shortened (text) to be less cluttered.
- Removed F1 to spawn from just about every objective, it was often unnecessary, and stragglers generally caught up pretty quickly anyway. F1 just confused people and was obstructive to player vision.
- Changed the torch usage message to say "Use torches to burn houses" so that the message doesn't confuse people who thought it was the current objective despite having just finished that objective of burning and killing.

FIXES:
- HUD markers showing "KILL" or "BURN" in first part of village are now turned off once the objective is complete to avoid confusion.
- HUD marker for torch half way down hill after town center now lights up on fire, and has a HUD marker like it is supposed to.
- HUD markers for shortcuts now enabled again so players know that there are alternate routes and flanking opportunities.
- Spawn message should now trigger properly in spawn barracks for Agathians.
- Objective message should now trigger properly after spawn message for Agathians.
- HUD marker now disabled at the bottom of the hill above the fountain until the top part of the 2nd half of village is completed.
- HUD markers saying to "Break into house" will now disable once the objective is complete to avoid confusion.
- Other minor tweaks and adjustments that I forgot to note.

Update: 7 Aug, 2014 @ 2:40am

Update: 6 Aug, 2014 @ 1:13am

HOTFIX:

- Fixed up collisions on objects that had no collision, that was just a silly "left over" thing that I forgot to change after building AI pathing. Easy to do, easy to fix.
- Fixed up some HUD markers.
- Fixed up some spawn points.
- Fixed up Yarnu's statue not loading correctly.

TO DO:
- Need to change NPC and Traitor HP to be 1 hit kill. Some of them require 5-6 hits to kill! O_O
- Change/fix a few other minor things to make everything flow smoother, but generally there isn't much left to do.

Update: 4 Aug, 2014 @ 5:35pm

HOTFIX
- Fixed up not being able to spawn.

Update: 3 Aug, 2014 @ 2:49pm

UPDATE:

AESTHETICS:
- Added lighting in one of the buildings that was missing lighting.
- Fixed up a rock in the Mason camp that players could see through part of.

GAMEPLAY:
- Changed spawn timings, so map should be more balanced. I rushed the update before the devs finished testing, thinking spawn times will be fine, but they weren't. It should be alright now.
- Fixed a few HUD markers showing up for both teams. Masons could see HUD markers for the drop down points along the wall in the town center, and boiling oil etc.
- Lower village doors cannot be destroyed until the upper village objectives are met first.
- Lower village "Break down door" HUD markers are not turned on until upper village objectives are met first.
- Buildings that have an exterior(main) and an interior door now have HUD markers on both doors. Once the main door is broken, the interior door HUD marker will appear. This should help with confusion that players were having when they were knocking down all of the main doors, but leaving the interior door untouched.


WHAT NEEDS TO BE DONE:
- More HUD marker fixes, as a result of the UI patch. One in particular is the gate bracing HUD marker's progress bar showing for both teams, I don't know how to make this only appear for one team, it is very frustrating, but not a huge problem, I think TBS will need to fix this, as it seems to be on their end.

- When a building is burned, any villagers/traitors inside need to be killed. Because right now, they seem to survive and the building still needs to be broken into.
- When a building is burned, the breakable doors and windows-sill need to have their materials changed to a burnt material.

- Online playtest (as always)

Update: 30 Jul, 2014 @ 9:33pm

HOTFIX:

Fixed interior lighting. It's no longer pitch black inside buildings.

Update: 30 Jul, 2014 @ 6:44pm

Update: 30 Jul, 2014 @ 5:02pm