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seems like you mean version 2.59.
Ballistas are indeed a main issue. They are not respawned though. A way to reproduce any ballista bug is needed before I can fix them.
Not finding the last few enemies is a problem which should not occur anymore. When you are 15 ppl left on the server, you should be able to find 4 enemies. When the countdown starts and how much enemies are allowed to remain and how much seconds are left can be adjusted in the config.
Tweaking the range of undead archers or their accuracy is not that easy.
I can lower the price for speedboots.
You have a point with the life steal still discharging when at max life. Maybe it should only take effect when an enemy is killed and you have less hp than max? Of course the hp gain would be greater then.
Ain't bots always sprinting or running? Never saw them walking.
Klinge has strong attacks, but the one which throws enemies away causes very little damage.
Yeah, the fire arrow trap rather traps players than bots ;P
Mercs need to be adjusted. Some want them to be removed others want to enhance them. Just don't buy them for now. Maybe scaling their stats based on wave number is fine?
I can hear players already raging about bot archers if such could be bought. The issue is they don't really care if players are in the way.
This selling box seems very popular, but I think it makes the game too complicated. Just buy the weapons u really want next match. Also it is annoying to implement...
Yeah, I'm working on new weapons ;)
Javs do work. There is no issue reported with this weapon.
You get 5 points for assisting a kill. I do agree that it is annoying that sb kills an enemy you were fighting a while with. Ideally, the one dealing the most damage should gain most score.
Each enemy needs to remember who damaged them the most. This requires a complete reimplementation of the current score award system. Maybe one day...
I appreciate your responses and thank you for taking the time to engage with us.
However, the javelins do not work. Javelins in Chivalry are meant to be both ranged and melee weapons. Right now, you can only use them as melee only or ranged only randomly depending on how you buy them. The Javelin's capability to do both is its main strength. Why take away the main purpose of javelins? Without this flexibility, there is no point in buying javelins at over 900 points. It's better just to buy a bow or any other melee weapon at that price.
I understand if it is not possible or not worth the time for you to implement javelins as they were intended - being able to both melee and range. But, to say javelins work and there have been no reported issues is simply not accurate.
Lastly, I'm glad to hear you are working on new weapons :) There are all different versions of Bows and Melee Weapons. If it would be possible to add short and heavy javelins to the selection, it would be much appreciated.
Thanks!
How do you normally switch between melee and throwing version of Jav?
Here's how it works:
With no buttons pressed, the Javelin is primed for melee.
1) Primary Attack: Throw (Click then Hold to bring it into throwing position, release when you want to to throw. If you just click, it will throw immediately when it reaches the throwing position)
- While in the throwing position, the player can cancel the throw via Feint and bring the javelin back to melee position.
- The player is unable to block or melee until he/she throws the projectile or cancels the throw via Feint.
2) Stab Attack: Melee Stab with the Javelin
3) Overhead Attack: Shield overhead attack with the buckler.
4) Block: Bring up the shield to block melee (and ranged) attacks
---
So, from my point of view if there are 2 versions of Javs is that melee is the default. The primary attack of the Javs switches from the melee version to the throwing version - reversing to the melee version after the throw or cancellation by feint.
I hope this helps! Please let me know if I can be of further assistance.
Thanks!
Other comments:
- Issue when attacking near the gates. After a gate breaks down, if you are fighting on the spot where it was, your weapon hits the air as though there a wall there. Seems like the collision is still registering after a gate is destroyed.
- Would be great if some sort of marker could be added to the area where the oil pots( up top on wall) splash so newbies dont waste it, maybe blacken the surface of the stone or add a skeleton or something. Also the oil pots on ramp could use some more damage.
@Blackula I noticed the gate collision fail too but it seems to be a networking issue. It doesn't happen in offline matches. I see no simple fix for that yet.
There are some splashes on the ground infront of the gate.