Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

On The Edge
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Update: 26 Jun, 2014 @ 8:15am

Update: 26 Jun, 2014 @ 6:51am

NOTES:

Unfortunately due to steam workshop being horrible to me, there is an unknown issue with my map not working properly online.

I am attempting to fix the issue by restructuring my files to have their own folder, and changed it so now there is just one package for my map, rather than 2.

I hope this fixes the issue of people not some people being able to join my map online, where others can't.

Update: 25 Jun, 2014 @ 6:19am

Update: 25 Jun, 2014 @ 5:34am

Update: 25 Jun, 2014 @ 3:20am

Update: 25 Jun, 2014 @ 2:05am

Update: 25 Jun, 2014 @ 1:23am

Update: 24 Jun, 2014 @ 11:42pm

Update: 24 Jun, 2014 @ 11:19pm

STEAM WORKSHOP PROBLEM

Update: 24 Jun, 2014 @ 9:37pm

GAMEPLAY CHANGES:
- Added capture objectives to the 3 warehouse buildings at the docks for Agatha to capture, giving both teams something more to do than to just kill one another. I hope that this will spread the gameplay out a little bit more, and move it away from just the dock area. I believe more work needs to be done to prevent Masons from just standing, waiting at the docks however.
- Once all 3 dock warehouse buildings are captured, AND once the first spawn boat arrives, the Mason captain will be forced to spawn if he hasn't already. If Agatha don't capture the warehouses, the Mason captain simply will not spawn until enough Mason soldiers die.
It also changes who wins if time runs out. If Agatha capture all 3 warehouses, they will win if time runs out on that specific objective, rather than Mason.
- Widened the docks to lower congestion. It is now 4.5 players wide, rather than 2.
- If the Agathian captain falls off the spawn boat during travel, the captain will respawn and the game will not end. This is an issue to prevent trolling.
However I am working on making the last captain get chosen based on who has the highest score. The highest scoring player generally won't be a troll, so therefore will most likely not try to end the game simply by hopping into the water.
Once the spawn boat arrives at shore, the captain could jump in the water and die to end the match if he really was a troll.
I am writing down ideas to completely prevent the captain from being a troll, and making it so that if the captain dies, the round is not lost, but the perks that come with the team captain being alive, are lost.

AESTHETICS:
- Toned down the colour saturation a bit as everything looked too orange .
- Added some minor details here and there, nothing too major.

FIXES:
- Fixed up the wierd collisions on the defensive spikes at spawn, causing players to jitter when touching the spikes.
It was due to me making the mesh have full collision only when the game starts. Initially it did not have collisions, to make it easier for me to build AI pathing in the editor, but in my opinion, players are far more important than the AI :P

PERFORMANCE:
- Altered the culling distance of some small objects to help with performance.
- AI kept getting stuck in the first part of town, which was causing a major slow down in performance due to constant recalculation.
I have removed problematic waypoints for the NPC's to see if this helps improve performance, however I need to get feedback from players in regards to this.