Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Naval Warfare
Showing 11-20 of 62 entries
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Update: 21 Dec, 2014 @ 5:11pm

-- progress with creating brand new Landscape

-- progress with overall polish, debugging and usability improving

-- progress with fixing cliffs' collisions

-- removed blocking cart and significantly reworked hill to avoid confusion and to streamline level flow

-- ballistas "nurfed" by 50%

-- boats now respawn after sinking



PS:

Map is not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on it especially criticism.

Update: 13 Aug, 2014 @ 3:26am

-- added distance culling in order to increase performance and to aid mid-low end systems



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 8 Aug, 2014 @ 3:02pm

-- fixed "black oil spill at sea" issue

-- progress with creating brand new Landscape



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 7 Aug, 2014 @ 3:54pm

-- "hotfixed" boats

-- "hotfixed" catapult

-- "hotfixed" Flagship ballistas

-- "hotfixed" Flagship ammobox



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 6 Aug, 2014 @ 12:25pm

-- improved siege ladders

-- "fixed" escape tower

-- "fixed" catapult

-- replaced Flagship ballistas with functioning ones

-- replaced Flagship ammobox with functioning one

-- "removed" Agatha spawns from watchtowers

-- increased TO protips display time from 10s to 15s



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 1 Aug, 2014 @ 1:47pm

-- "fixed" Mason twin-island's watchtower



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 1 Aug, 2014 @ 1:10pm

-- fixed Pyre TO protip

-- progress with "fixing" Mason twin-island's watchtower



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 1 Aug, 2014 @ 11:40am

-- added TO protips for the sake of gameplay clarification

-- progress with "fixing" Mason twin-island's watchtower



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 31 Jul, 2014 @ 6:32am

-- reworked spawning to enforce proper (naval) gameplay and to tweak level flow
(especially flow of Pyre & Pushable TOs)

-- tweaked Pyre TO HUDs for the sake of gameplay clarification

-- added "arrow path" as a indication to the siege ladder on a nearby hill

-- progress with "fixing" Mason twin-island's watchtower



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

Update: 29 Jul, 2014 @ 4:57am

-- improved boats' intuitiveness

-- updated HUDs to fit new UI

-- updated scoreboard TO stages icons to fit new UI

-- "fixed" Flagship ballistas

-- updated ships' collision box (including Flagship)

-- moved level load camera

-- progress with "fixing" Mason twin-island's watchtower



PS:

Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.