Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

HordeTown
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Update: 18 Oct, 2014 @ 11:20am

Update: 7 Oct, 2014 @ 5:21pm

version 1.02
- repositioned hordehud
- fixed broken warrior bot
- changed gate purchasebox physics to phys_interpolating, fixes them leaving collision after gate opens

Update: 6 Oct, 2014 @ 8:03pm

version 1.01

- added a kismet driven HordeHUD. Displays current wave, or 'intermission' if it's between waves, and shows remaining enemies
- removed some comment spam from the chat
- added a little obstacle in the first area by the spawns so you can mess with the horde's lack of pathfinding ;)
- added chests in the tower beside the spawn jail to select bow ammo types, including fire arrows, also extended that room by one floor tile
- fixed double purchase bug with a kismet hack, you actually always double purchase now but it's intentional so you'll never notice it nor be penalized for it
- various kismet fixes courtesy of lord of slyness
- changed scaling to use math instead of pre-set values, the rate is similar but more importantly is no longer capped at 4 players
- fixed standing on deathspikes map exploit
- some price adjusting (I forget what)
- fixed incorrect skins after van dlc update

Update: 17 Jun, 2014 @ 9:03am

Update: 16 Jun, 2014 @ 2:27pm

version 0.4

- improved horde mod support
- fixed collision on ammo boxes, actually useable now (will not make it free, don't want free infinite firepots)
- further kismet cleanup
- fixed hard mode spawning enemies faster than the values are computed, slight delay before the first hardmode spawn and less of a delay before all the values for the wave are set
- fixed third area level-based opening (gates didn't actually open before) and added server to client bridges, boxes should now destroy properly
- changes to purchasables at the inn, saber and cudgel (new) are now free starter weapons, also added heavy crossbow, moved some boxes around and placed hud markers that toggle on and off by touching a trigger volume
- scaling changes: wasn't scaling enemy health at all when only 1 player, enemies now scale solo. Using different value for playercount based scaling on enemy health now.
- last 3 enemy hud markers now work as intended
- sub crosshair text for spawn jail set to be a private message
- 25 bonus points for survival

Update: 13 Jun, 2014 @ 5:53pm

Update: 13 Jun, 2014 @ 4:17pm

Update: 13 Jun, 2014 @ 3:49pm

version 0.3
- added temporary respawn jail
- changed how feydrid is spawned, now shows for late joiners
- altered weapon purchasables a bit, all two handed weapons are now on slot 1, 1 handed still on slot 2, throwables slot 3. You can't have a bow and a long two hander anymore, bastard swords are now switchable between 1 and 2 handed.
- added sling at the inn
- added purchasable ammo refills next to health boxes
- changed area 2 gate to open for free at level 12 instead of 10
- changed area 3 gates to open one by one at level 14, 16, 18, and 20
- re-added hud markers on last 3 enemies, now doing it in a smarter way

Update: 10 Jun, 2014 @ 3:20pm

version 0.21
- sound pass
- skeleton wave 2 counting wasn't connected right
- some enemy spawnpoint polish
- late joiners didn't see Feydrid in pre-game, added a client-server bridge to hopefully fix that

Update: 10 Jun, 2014 @ 10:03am

version 0.2
- rebuilt third/final area

- added in experimental hard mode, hit the cross to toggle between normal (old style) and hard mode - hard mode will spawn the maximum amount of bots allowed alive at once every 10 seconds and gives 15 points per kill, normal/old mode spawns bots based on a respawn timer that eventually gets down to its minimum time of 0.1 seconds between spawns (hard mode is 0.01 seconds).

- area 2 now opens up for free if you get to wave 10 and area 3 at wave 15 (if you don't start at wave 1 you have to complete your starting wave and then they will open up)

- pregame mode works on servers now, feydrid only spawns after a player spawns preventing events from firing off too early

- corrected enemies left count

- added completed wave messages and bell sound

- fixed bell sound on server

- disabled sprint attacks all player and enemy classes and dodges for enemies, prevents animation glitches, notably vanguard first person camera messing up with weapons that don't support sprint attacks and man at arms t-posing trying to dodge with weapons that don't support dodge.

- bots shouldn't get stuck up in the middle tower spawn any more