Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Infection Mode: Cursed Castle
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Update: 29 Aug, 2021 @ 7:25pm

- Fixed an exploit spot lacking a collision volume I was previously unaware of, simply an oversight on my part.


-- Additional Info --
Props to a Winston who used the exploit in-game so I decided to patch it after the game session. Funnily enough this patch is the same day I first uploaded the item.

- ZedHead

Update: 27 Feb, 2019 @ 3:10am

- Added an additional weapon for cursed spawn that being cudgel, and went about rebalancing the spawn chances for both early game and late game infected.
- Added skins for various cursed weapons so not all the weapon types look like the same generic base weapon.
- Tweaked the visuals of armor pickups again to reflect the color grade system and now all are glowing and have fabric that corresponds to the glow color.


-- Additional Info --
There isn't much more I have in mind for altering the mode any more than simple things like this but I'm still very much dedicated to this and will see to spreading the work done here to the other cursed items.

- ZedHead

Update: 18 Dec, 2018 @ 5:23am

- Added visual changes to mithril armor so it now has some minor customization opposed to being your standard king mesh.
- Added rare cursed spawn with bow as first few infected (1/10 of a chance you can spawn as one in early stage)
- Tweaked amount you need to hit altar in order to start game (previously 3 hits now increased to 10)
- Tweaked Post Processing to be less dark (due to plenty of folks complaining about it)
- Fixed melee function for doors (didn't sync on server proper and thus had collision issues)
- Fixed some map exploits near the cliffside where players could hide within a rock face

- ZedHead

Update: 18 Dec, 2018 @ 4:29am

- Attempt fix for doors

- ZedHead

Update: 18 Dec, 2018 @ 2:08am

- Attempt fix for doors

- ZedHead

Update: 12 Aug, 2018 @ 1:39am

- Added an additional function for doors (if survivors melee the door it will slam open/closed faster than pressing "use")
- Added armor pickup visual changes (color coded to identify easier lowest to highest: red, yellow, green, & blue)
- Added some cursed visual changes (bloody weapons, new glow, & new greatsword for main undead)
- Added an additional teleport location within the cursed spawn area so the run distance is far less compared to the original
- Added a visual tweak to the teleporter glow
- Fixed hud markers for doors to display damage
- Fixed some map exploits and odd collision preventing a shove off a cliffside

- ZedHead

Update: 7 Sep, 2017 @ 3:45am

- Added basic bot pathing to support some low player counts (they can't path in houses or other complex areas)
- Added another route out of the undead spawn area
- Added some minor changes to undead spawn area (more skulls and lighting)
- Added additional breakables (one of the houses)
- Fixed some lighting that was left out when condensing the sublevels
- Fixed missing collision on a few trees

-- Additional Info --
With the introduction to bot pathing it's possible to support some lower player counts due to chiv's slow decline as far as it's playerbase goes. I can't say much for how good it'll turn out but at least I managed to get the undead bots to exit spawn and take the alt routes out of spawn. The pathing won't help them nav through buildings or break the shit on the map but meh. Not to mention how stupid the survivor bots will be since there's no way for them to nav about and pick up items for the mode. In the future perhaps I'll waste my time on blocking off the buildings for lower player counts but until then here's all I can offer since the AI in chiv is one of the worst I've seen.

- ZedHead

Update: 3 Sep, 2017 @ 3:56am

- Added NEW armor meshes to replace the old ones which were vague on conveying what armor tier they were
- Added a river walk way for yet another route
- Added additional breakables (located in the new River walk area)
- Fixed an area previously blocked off now open for more mobility
- Fixed yet another map exploit involving a cheeky rock missing collision

-- WIP --
Working on pathing for bots, of course this is a bit pointless since the living bots will likely never use map pickups but nonetheless they can be helpful to fill in for player count on undead. Pathing for these idiots is a dull and mind numbing task since in the end it's likely the bots won't path through interior buildings but at least I can provide basic pathing for the roads and such outside. Honestly I'm not sure what I'm going to manage with this... but whatever.

- ZedHead

- Added armor meshes to kismet (updated mode to support the new armor meshes)

- •҉Eggplant

Update: 30 Aug, 2017 @ 8:08am

- Added additional torch pickup locations
- Added a new cliffside platform (was lacking before but now it's more fleshed out)
- Added additional breakables (in the cliffside area)
- Added some more paths near the river (for easier jumps onto the raft)
- Fixed cliffside ladder lacking kicking function
- Fixed quite a few map exploits (lots in which a player could possibly hang on odd collision to survive)

- ZedHead

Update: 29 Aug, 2017 @ 5:59am

- Added additional torch pickup locations
- Fixed map exploit
- Fixed some detached hud markers

- ZedHead