Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
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Update: Apr 1, 2016 @ 3:42pm

Version: 3.20
+fixed oilpot damage (dealt more damage now scaled with wavecount)
+fixed end wave countdown which kicks in for tank waves to end the game if the last enemy can't be found (invisible, starts with < 5 enemies, resets after kill, duration: 60 sec)
+gate hp bars r back

Update: Mar 24, 2016 @ 10:59pm

Version: 3.19
+added a countdown for special waves which have no normal countdown (tanks spawned, skelly/ bruiser wave). It is not visible but starts a new wave if less than 5 enemies to kill are left and 150 sec passed since the last kill.
+ChivAdmin RCon tool adjustments
+fixed oilpot exploit (damage resets)
+oilpot damage scales with wave now
+Kismet object list optimizations to fix possible memory leaks
+removed CMW dynamic HUD markers which were responsible for lagspikes
+added custom marking system for last remaining bots
+new config param: EnemySkeletonArchersDisabled

Update: Jan 21, 2016 @ 1:19pm

Version: 3.18 (hotfix)
+ donors can fill reserved slots when they have donated 9 euros in overall or more (until now you had to donate more than 9 euros to occupy such a slot)

Update: Jan 11, 2016 @ 11:15pm

Version: 3.17
+King's Guards (melee) of throne room are stronger now: upgraded AI + more HP
+fixed save spots on inner ballistae
+added peasants (Horde Trooper) with pitchfork
+dynamic difficulty decreases 2x faster each round and is reset to 0 when < 3 players suvive
+increased spawn duration from 2 to 4 seconds
+reduced points lost on death to -10
+default value for maxaliveenemies set to 30 (former: 50) due to performance issues
+new console command: myStats, displays some info about the current player
+new console command: GS_normalSize, resets size to normal when being giant
+fixed error in server console about a missing function
+added weapon tiers 1 to 3 which increase damage
+new config params:
DamageIncreasePerTierPercentage
Default: 40
How much the damage increases per tier. By default, on tier 1 the damage is increased by 40% by this parameter alone. On tier 2 it's 80% and tier 3 120%.

TierBaseDamagePercentage
Default: 20
This is the percentage of damage added by default. It is the same amount for each tier. For example, on tier 1 the damage is at lest increased by 20% but also on for tier 3 the damage is increased at least by 20%. The higher this value, the more important/ effective becomes the first tier.

Full Tier Damage calculation:
damage = damage * (1 + Tier * DamageIncreasePerTierPercentage * 0.01 + TierBaseDamagePercentage * 0.01)
So in overall the damage is increased for instance on tier 1 by 60% whereas on tier 2 it is doubled.

Update: Dec 13, 2015 @ 2:08am

Version: 3.16
+patched 'save-spot'
+Avenger grace period: new players won't cause Avenger spawns for at least 10 minutes
+balanced treb-sling dmg scaling: instashots r less powerful, charging more rewarding
+fixed throne room guards not spawning
+throne defence: attack rates scales less with more players
+throne defence: default hp is increased to 800 and regen rate is 5 of throne
+throne defence: direct treb-sling hits now also makes the bots attack the player instead of the throne
+throne defence: adjusted default attack interval of bots in config to keep it engaging
+throne defence: excluded Giants, they attack player instead of throne when it is their turn
+throne defence: moved throne hp upgrade purchase box to prevent hits being blocked

Update: Dec 7, 2015 @ 11:02pm

Version: 3.15
+patched two 'save-spots'
+throne room guards now spawn at the beginning of the wave
+throne defence: fixed starting too soon/ often
+throne defence: fixed beginning notification sometimes not showing
+throne defence: not starting anymore when dungeon in use + blocks dungeon when started
+throne defence: teleport ability recharges on start
+throne defence: the attack interval now increases with the amount of alive players
+throne defence: fixed throne hp going down too quickly due to shove or fire attacks
+throne defence: avengers won't attack the throne anymore
+throne defence: added visual feedback other than hp bar to throne (hp bar not visible to spectators)
+throne defence: damaging the throne is now only possible when throne defence is enabled

Update: Nov 30, 2015 @ 3:04pm

Version: 3.14
+modified weapon prices show now for clients in the description box
+throne defence: fixed starting always after 15 min
+throne defence: fixed being constantly reactivated at certain conditions
+throne defence: no more 'throne-guy'
+throne defence: hp of throne should be correctly displayed now for clients

Update: Nov 29, 2015 @ 10:49pm

Version: 3.13
+lowered the price for ranged weapon regen upgrade to 50
+navmesh improvements
+decreased scaling and amount of throne room guards
+fixed burning pots burning forever when started before first wave
+added new enwave mode: throne defence (see discussion)
+added possibility to set weapon prices via config:
.only cost of selected items can be configured, see the workshop config discussion for a list (excluding donor items)
.use the config parameter 'generalItemPriceScale' to scale all these items. E.g. 1.2 increases all the prices by 20% (does not apply for items where you modifed the cost by the below method)
.use costOverrides=(Item="itemName",Cost=111) to set a specific price for an item. E.g. for the Cactus (modified holy water sprinkler) add the following to the config file: costOverrides=(Item="cactus",Cost=10)
The item name needs to be of the mentioned list and Cost needs to be an integer value. Take care of the syntax, i.e. don't write 'Cost=10.1' or 'cost=10' or 'Item=cactus' or ...

Update: Nov 10, 2015 @ 1:41pm

Version: 3.12
+hotfix: prevent map from crashing due to latest Chiv update
+decreased dynamic difficulty hp scaling for hard mode
+bugfix:dynamic difficulty scale now decreases gradually
+added hp regen parameter to config adjusting how much the bots regenerate (default is 3)

Update: Nov 5, 2015 @ 10:46pm

Version: 3.11
+hotfix: annoying double voice overlays
+smoother dynamic difficulty scale