Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

HordeTown
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Update: 6 Jun, 2014 @ 4:27pm

version 0.11
- changed player count scaling to be less ridiculous (4 players was = 4x health on all enemies, etc.)
- now also player count scaling the required kills / number of bots that spawn (4 players = doubled kill count)

Update: 6 Jun, 2014 @ 2:22pm

version 0.10
- altered post processing slightly
- made feydrid beg for his life
- added 'advanced mode' skull behind tree to start past wave 10
- the last enemy spawned in every wave is a special wave boss
- massive kismet overhaul, this doesn't effect gameplay very much from previous versions

Update: 5 Jun, 2014 @ 7:50am

version 0.02
- fixed looping bell (changed to nonlooping sound actor)
- set all enemies to agatha, some were set as mason and were causing you to get team damage
- unhid the dino-skull to start at level 10
- moved Feydrid a bit so he gets deathspiked in one light kick

Update: 4 Jun, 2014 @ 2:02pm

version 0.01
- hooked up end game mode correctly, will actually start now
- a couple purchase chests were messed up

Update: 4 Jun, 2014 @ 10:42am

HordeTown, woohoo!

Update: 4 Jun, 2014 @ 10:42am

HordeTown, woohoo!