Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

HordeTown V2
 This topic has been pinned, so it's probably important
ZedHead  [developer] 11 Mar, 2019 @ 4:32am
Bug/Issue List (Report Thread)
I'll be putting down any current issues I tend to address and will respond to any that are reported that I find are real bugs or problems.

Known Bugs/Issues (April 6th, 2019)
  • Need fix for cam issues during boss
  • Need to apply god mode to boss to avoid fire damage during Ghost state
Last edited by ZedHead; 6 Apr, 2019 @ 12:53am
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Showing 1-4 of 4 comments
Janne252 24 Mar, 2019 @ 2:36am 
Due to damage-based score, a different amount of points can be obtained. If you stab the level 1 "one shot" enemy with the kudgel, you get 7 points per stab, resulting a total of 14 points. If however you hit them with an overhead to the head, you only get 10. Since the level 1 weak enemy has 10 HP, you can get stab (7 points), heavy kick (2 points) and an overhead to the head (10 points), which is almost double the enemy's HP (19 vs 10).
ZedHead  [developer] 24 Mar, 2019 @ 2:47am 
@Janne252

Very much intentional I assure you. It's more along the lines of classic COD zombie rules where you receive more score for doing tedious things that could risk your well being.

edit:
Great attention to detail though, glad we have someone willing to look into their play sessions :B1:
Last edited by ZedHead; 24 Mar, 2019 @ 2:48am
Janne252 24 Mar, 2019 @ 3:14am 
I suppose I'm not used to micro based game mechanics. I like it as a game mechanic as it indeed allows you to gain more by taking a bit of risk.
The original hordedown has an issue where players leaving the game won't decrease the number of enemies. I'm not aware of the implementation of this mod (rewrite or adaptation), just wondering if it's fixed?
ZedHead  [developer] 24 Mar, 2019 @ 3:39am 
@Janne252

The scaling is more or less based on the spawned player count as far as I remember. So if people left during a wave or right before as they've already spawned then it will keep the prior number that was set for the originally intended player count. It should refresh the enemy count/health based off the remaining players after each wave.

Most of this was on the original from what I could recall.
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