Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

HordeTown V2
 This topic has been pinned, so it's probably important
ZedHead  [developer] 13 Mar, 2019 @ 12:42pm
Additions (Suggestion Thread)
I'll be putting down any possible additions I have in mind here and I'm open to suggestions.

Currently Testing

- New score compensation
late joins or late starting waves now receive proper score compensation, the system should work with dynamic math so the score compensation has no defined limit and any person who joins late shall get a decent chunk of coin.

- Tweaked wave select
previously the limit was starting on wave 10 now it has been doubled to go up to 20 (why you would want to do this is beyond me but you can now).

- Tweaked skip vote
inputs are now assigned to GBA_VoteYes and GBA_VoteNo opposed to it previously being hard bound to Insert and Delete

Possible Additions
  • Maybe add a way to respawn during a wave event (Boss/Endless).
Last edited by ZedHead; 2 Dec, 2019 @ 11:48am
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Showing 1-6 of 6 comments
Janne252 24 Mar, 2019 @ 2:23am 
Having played the original hordetown quite a lot, I think having distinct enemies was better. This version appears to use skeletons for all enemy types which makes it a bit more diffcult to tell them apart. I suppose it doesn't take too long to learn them but I think it'd add some variety.
Other than that, I think this is an excellent version. The difficulty of the AI, especially on the "wave boss" is noticable & appreciated.
ZedHead  [developer] 24 Mar, 2019 @ 2:39am 
@Janne252

I can see what you mean by the various enemy types being a bit too samey, I just think it being closer to that of Crypts the way we currently have it. We still show the enemy types off in a subtle way with weapon types, helms, and the colors of their bones. Thanks for taking the time to write out the suggestion, I'll see what we can do over the next few weeks to improve on enemy type visual representation but I would like to keep the army of undead look.
Ok'Vundu 30 Mar, 2019 @ 9:29pm 
There is a several suggestions i wish it may happen, but nothing mandatory. Mostly from things like in Horde Sandcastle.

1) An AFK zone but only accessible during intermissions

2) Possible "Damage Upgrades" in Zone 3? Has it stands right now "Blunt" type weapons are the most efficient right for getting rid off the super heavies skele, like the Deathbringer for example nowor somewhat hidden in unused house in hordetown like the 1 in next to the entrance of the graveyard. ( i really like the level 4 armor location above the inn).

3) Addings Javelins and Quarter Staff?

4) Fixing the cheese spot in the Zone 3, where you can hide below an AI spawn and they just kick you to death or sometimes you make trought it

5) possible Super Giant skeletons?

6) Lightsabers? Giantslayer buff?

7) Spikes trap?

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ZedHead  [developer] 31 Mar, 2019 @ 10:53am 
@Ok'Vundu

1) "An AFK zone but only accessible during intermissions"
Doesn't seem like that bad of an idea so I think I could look into that.

2) "Possible "Damage Upgrades" in Zone 3?-"
We've been looking into a way to implement this, it proves to be difficult since we don't use modded scripts to alter the game with the map like sandcastle does. Still we're doing what we can to do something along the lines of a damage buff.

3) "Addings Javelins and Quarter Staff?"
Sadly no. Buckler, Javs, and Quarter Staff can be a bit of mess for class types. The buckler breaks with other wep types like flail, plus javs don't work with any other shield type. QS simply hasn't been looked into due to the anim issues it had prior, I can give a look but I think it still has problems.

(4/4/2019 EDIT: I've looked into Quarter Staff and it has the issue I figured it did. The anims don't replicate on the knight model since its skelmesh isn't rigged for the weapon so I won't likely add QS as a wep you can buy.)

4) "Fixing the cheese spot in the Zone 3-"
I wasn't aware of this to be honest although it makes sense due to the lack of play tests within that area. I would've stumbled on it eventually given I haven't done a revision of area 3 yet. I'll give it a look once I get to doing work on that area.

(4/4/2019 EDIT: I play tested the Vanilla HordeTown to see what exactly you meant by the exploit and I think I could fix it rather easily. I believe the issue lies with the AI path finding, lots of times they hate having paths above other paths. Some AI bugs I can't fix though, like the one where a player leaves a multiplayer session which can bug the AI navigation.)

5) "possible Super Giant skeletons?"
Again this is a sad no. GiantSlayers pawn classes are broken in multiplayer (outside the mod itself) and has always been. The best I can do is alter the drawscale of the enemies like I've done for the BoneCrushers but outside that I want to avoid using the giants and have been experimenting with other alternatives.

6) "Lightsabers? Giantslayer buff?"
This would entail using modded scripts for additional weapon classes which we've been avoiding out of lacking experience. As for the giants it's the same as above for #5.

7) "Spikes trap?"
I've been thinking of ways to implement spikes and such without them being the spike trap actors. I was interested in the types offered in sandcastle and I may try and replicate something like those or find other ways to introduce traps much like the trees I added.
Last edited by ZedHead; 4 Apr, 2019 @ 6:23am
Ok'Vundu 4 Apr, 2019 @ 5:25pm 
Thank you for the replies, i guess this is fine, since they are only mere suggestions, but at least glad to see you will work on the cheese spot on zone 3, on other hand, i came by whit more suggestions! I tried to think within respectable game limitations this time haha.

1) Just like the ''roulette box'' for weapons, how about the same thing but instead, it give you access to 1 of those buff that sometimes the enemies drop.. You could make it like a summoning circle in the zone 3 after wave 20 when it finally opens by itself. I can't think of a way to make balanced but it could something like this:

-- Really expensive
-- Limited uses ( between like 5-10 uses for the whole game)
-- Very hidden conditions to be able to use it

Edit: i am not sure if it is even feasible in the zone 3, Since forcing access to it spawns the End Game. Oh well, at least i trow off my suggestion about it

2) Can i have a chicken model hidden somewhere please? just like the vendor NPC behind the counter at the inn. (....sacrifice the chicken to activate the ....????)

3) I find the '' Replenish Ammo '' buff kinda pointless, would it better if it was '' Infinite Ammo " for 30 seconds instead? this would make throwable weapons kinda fun to use

I do understand Ranged weapons are very strong on some situation, i said this because we can't get buff during the boss round and throwable feel sort of weak and too limited to be worth getting them a bit

4) Drunk Effect, you could make this has your character can only use their fists and do double damage at the same time for the duration.

5) A Low Gravity Round ? i don't know but it could work right? but probably doesn't fit well in here.

?) Infinity Gauntlet????? yes?????
Last edited by Ok'Vundu; 4 Apr, 2019 @ 5:38pm
ZedHead  [developer] 4 Apr, 2019 @ 9:14pm 
@Ok'Vundu

1) "roulette box for PowerUp Drops"
Not sure this really adds anything other than making it easier than it already is to beat the map, so I'll pass on that (and zone 3 being a trigger for end game can be easily changed).

2) "chicken model"
I don't see a point to this, just go play dank moor for your chicken model fix?

3) "Replenish Ammo pointless" & "throwable weak"
Honestly depends on your play style since plenty of folk use bows and sling for range kills early on only swapping out for melee later since it can be more expensive. I can't apply inf ammo in a clean manner due to torches being implemented. I'll need to alter some background systems if I even want to attempt making it function in a clean way, so not doing that at the moment. I had an idea of resupplying on hit with throwing weapons close to that of the current system in place for score on hit regarding the issue with Throwing Weps being a tad worthless, I also thought about having a separate resupply for them but we'll see.

4) "Drunk Effect"
I plan on using this for other things like possible enemy types opposed to fist damage. The idea of a Berserk PowerUp has crossed our minds but InstaKill at the moment fills that void.

5) " A Low Gravity Round"
This can be implemented pretty easily but I don't think the bots will jump to get after you and I would need to further restrict the map with additional collision to avoid any further exploitation so I don't think so. I will be thinking about special wave types though (kinda like crypts).

6) "Infinity Gauntlet"
no...
Last edited by ZedHead; 6 Apr, 2019 @ 12:15pm
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