Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Naval Warfare
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Update: 18 May, 2014 @ 1:19pm

-- decreased Flagship (Pushable TO) voyage's length from 12min to 7min
(increased Flagship's speed)

-- players are granted TO points for capturing area near steering wheel during Pushable TO now
Agatha for "steering" ("pushing") and Mason for "stoping"
for kill in this hot area player is granted extra 30 bonus points
Pushable TO (killing "captain of Flagship and his admirals") should be more meaningful now

-- progress with world creation



PS:

Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 15 May, 2014 @ 2:36pm

-- added intro and Quick Start Guide

-- reworked spawning to resolve "gangbang" issue and to tweak level flow
(especially flow of Assassination TO)

-- little progress with world creation



PS:

Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 11 May, 2014 @ 10:47am

-- progress with world creation
added siege ladder on Mason island,...



PS:

Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 4 May, 2014 @ 5:52pm

-- finished both fleets
there are 68 functioning boats, 20 + 14 for each team

-- decreased ballistas' reload time from 180s to 30s

-- decreased Pyre TO Extinguish time from 180s to 75s

-- increased underwater damage from 3 to 4 hp/s
MAA is now the only class capable of "Secret Scuba-Diving Ninja Commando's Tactic"
MAA can run from one island to another along the sea bottom and can make it to all main 4 islands in time with 20 hp remaining
other classes would die, they're not so fast


-- decreased game time from 3x20 min to 3x15 min

-- revamped graphics
tweaked color of sea material
tweaked color of PostProcesVolume - this is underwater effect (for nonSDK people)
tweaked color of lighting
increased brightness of lighting from 1.5 to 4
changed base terrain sand material - old material was reflecting sun "too much"



PS:

Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 29 Apr, 2014 @ 10:54am

-- worked on twin-island a little

-- added more boats

-- boats' lanterns are destroyable now

-- boats' ladders are destroyable now



PS:

Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 25 Apr, 2014 @ 1:46pm

-- added more boats
(boats with lantern are capable of Morse code instant messaging)



PS:

Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 23 Apr, 2014 @ 6:23am

-- worked on twin-island
added watchtower, siege ladder...

-- changed TO stage thumbnail pictures from low res to high res, though less suitable



PS:

Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 16 Apr, 2014 @ 7:46am

-- finished Pyre TO

-- reduced game time from 3x30 min to 3x20 min
made some minor timing changes according to this

-- added more boats

-- added feature of destroyable sails of boats
there are 3 speeds of boats: 1.5 (plain boat), 2.5 (sail-furled) and 3.5 (sail-full) px per 0.01s
if you destroy sail (with ballista or catapult), it will slow down the boat to 1.5 px per 0.01s
speed of reverse of all types of boats is 1 px per 0.01s
(there are only 6 functioning boats at the moment)



PS:

Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

Update: 9 Apr, 2014 @ 4:43pm

-- fixed spawn changing

-- added restriction for King's escape for first 10 mins

-- added more boats

-- enabled Gate's auto-opening (once per minute) ***

-- Mason's spawn shack transposed ***



PS:

*** Aim of these updates was to make map more attractive for people who test from game mode and don't test from editor instead (they will not affect final release).

Map is still not finished and recommended way of checking is from editor, although it is technically playable (there is 2nd and 3rd TO that will end map properly).

Update: 8 Apr, 2014 @ 9:32am

-- PostProcesVolume "enabled" (scaled from working value 0.001 to 1)
this is blue effect when underwater (for nonSDK people)

-- transposed presentational boat to more accessible area (near Agatha island jetty)



PS:

Aim of these updates was to make map more attractive for people who test from game mode and don't test from editor instead.

Map is still not finished and recommended way of checking is from editor.