Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Irilla Beta 1.7
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Update: 12 Jan, 2015 @ 1:33am

some fixes from latest test.
route to market changes for breach route.

Update: 9 Jan, 2015 @ 7:59am

bug fixes, collision tweaks,
redid ram route.

Update: 1 Jan, 2015 @ 6:25am

Battlefield for trebuchets and ram re-worked.

Update: 17 Dec, 2014 @ 2:19am

More collision optimisation (another half a day on this, should be getting good fps improvements)
Dungeon remade for better game play and less cluttered environment
SPectator stands added to final malric platform, together with additional attackers roof access, for better tactical environment.
Market stall changes - you now only have to destroy 9 of the 11 stalls (previous change reduced 13 stalls to 11)

Update: 16 Dec, 2014 @ 5:06am

added tourch sounds
minor cosmetic adjustments all overload
collision and path smoothing
fixed block door on final cathedral level
collision optimisation
final agatha spawn grass area refined

Update: 13 Dec, 2014 @ 1:48pm

Update: 13 Dec, 2014 @ 9:33am

Optimisation release - should give more FPS now.....

Update: 12 Dec, 2014 @ 11:54am

Some more remodelling and glitch fixes to the final 2 objectives. Alternative flag capture root as new access to flag.. Balcony in hall is now a minstrel gallery, wider and easier to fight on. Door at end of hall is a lot wider, with easier access to the roof.

plus these...

DONE - treb rock explosions not happening = test
DONE : Voting Concept is great, execution needs work. Some more indication of who has voted, ways to confirm. : display of vote stats plus bots now vote - cos it was annoying me


DONE - Siege Tower run is lengthy. : about 1000 units knocked of run distance and forward spawn at fishing hut activates sooner. but guys, the run length was about standard for official maps - are you SURE you want it shorter!??!?!
DONE : Unclear when Siege Tower was being contested. : to test - sound cue when tower stops now, contested sound added.
DONE : elwebbaro: "marketplace needs less burnables to complete, like 70% of all stalls or something

Update: 12 Dec, 2014 @ 12:34am

DONE - final stage spawns need protector spikes
DONE - final stage spawn area has some dead ends blocked off and direct route to malric blocked
DONE - alternative attack entrance to malric area added - to distrupt malric defence tactic.

Update: 11 Dec, 2014 @ 9:52am

- DONE - increase agatha min spawn times...
- DONE - siege tower needs the forward spawn earlier - Now 5 seconds of travel earlier.

- DONE -The final objective is very defensible, they(The defenders) nearly lasted the whole 25 minutes Less defensible.
- DONE -There is one walkway you can defend that gives a view of all the attacker options. re- routed
- DONE -Dock Spawn Invisible Wall. Need something more convincing to block people from dropping off here - DONE
- DONE -Need more warning on forced forward spawns. - DONE - If I get what this meant!!!
- DONE -Siege Tower run is lengthy. - DONE - switched to fishing hut spawn sooner now
- DONE - -The final objective time was way too long. The first objectives took a moderate amount of time to complete each of them, we were still left with ~25 minutes.
Made some initial stages a bit harder.... Whole was 35 mins so you must have motored those 1st ones, reduced to 34 mins and rebalanced stage bonuses


Objective 2:
- NEED DETAIL - Unclear path options by the docks. - what does this mean please, need more detail. You run forwards, you get to docks...
- NO CHANGE - Very long run to the shipments - shorter than most maps though, so I'm not Channing that....
- MAYBE! - Need Better indication on what is/how many burnables. - tried to fix scoreboard again, if only 2 left then they start to glow
- DONE - Wagons are easily mistaken for burnables(There are a bunch, and it is cloth next to cloth) - replaced cloth wagopns
- DONE - There are a couple of estranged markets stalls that need to be burned. - 2 market stalls removed
- MAYBE! - Consider more distinct grouping on the market stalls. - see if better now???
- DONE - Might be too many burnables, becomes very repetitive. Maybe Destroy the supplies? - 2 market stalls removed


Objective 3/4:
- DONE -Capture layout was very unclear. - DONE - Not sure what this was for really, but redo flag Capture, less bottleneck
- DONE -End objective is confusing. (Far spawn, Rescue Malric with no indication) - DONE - simpler routes, less routes, moved agatha spawn
Close off the ramp leading to the previous area. - NOT DONE but spawn moved so wrong turn is much harder,need access from previous areas so cant really close off
- DONE -Castle as a whole was very confusing to move through. Sensory overload on doors and paths. Streamline. - DONE - simpler routes, less routes, moved agatha spawn
- DONE -Run to the King was long and bottle necky PARTIAL DONE - tried to reduce bottlenecks, run is std length i am sure