Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
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Update: Nov 4, 2015 @ 1:30pm

Version: 3.10
+hotfix: giantslayers side effects (voice + damage)

Update: Nov 3, 2015 @ 10:31pm

Version: 3.9
+lowered delay time of purchase events (caused money loss without getting the item if bought simultaneously)
+nerfed Horde Avenger: movements are slower + reduced blocking probability
+balanced treb-sling (see discussion)
+also 3 mines can only be placed on even higher waves (allowed mines = clamp(wave / 13.f ,1 ,3)
+fixed still being slowed after hit while holding trebsling shot
+dynamic difficulty now decreases gradually (could be even more smooth) with each new wave
+fixed enemies alive scaling not being affected by playernumber for earlier waves
+fixed pre-round countdown starting the match instead of killing the king since last Chiv patch
+adjusted weapon prices mostly according to Ben Carson
+added new weapons suggested by Ben Carson (War Axe, Billhook, Fork...)
+readded purchasable backjump ability, now it is not possible to use it while in air to reach higher places
+purchasable giantslayers ability added, increasing hp (max 1000) and size (max 3x) with each kill until death
+new config param: giantslayersMaxSizeScale with default: 3.0
+new config param: giantslayersDamageScaleMultiplier default: 0.7
+added auto-teleport for 2 sec when throneroom gate is restored after waveend to avoid players getting stuck

Update: Oct 15, 2015 @ 3:28pm

Version: 3.8
+balanced additional difficulty increase based on last wave
+fixed lightsaber not possible to pick up on singleplayer/ listenserver games for host
+fixed lightsaber causing longsword model attachment to pawn
+fixed the trebs and bombers not shooting
+new enemy: horde avenger, spawns when kills/playtime ratio is high and targets this specific player
+new config param: AvengerKillsPlaytimeRatioThreshold
If one player has a KillsPlaytimeRatio higher or equal to this value, Horde Avenger spawns up to 4 times depending on the wavenumber. If not Horde Avengers should be spawned, set it to a high value like 999.
The KillsPlaytimeRatio is the result of deviding the player's kills by the player's playtime in minutes to estimate the skill.

Update: Oct 5, 2015 @ 12:01pm

Version: 3.7
+balanced additional difficulty increase based on last wave + disabled for waves < 5
+balanced treb-sling

Update: Oct 2, 2015 @ 1:27pm

Version: 3.6 (Hotfix)
+balanced dynamic wave difficulty increase based on previous wave

Update: Oct 1, 2015 @ 2:55pm

Version: 3.5
+donation process more failsafe
+Horde Jedis smetimes drop their laser sword to be picked up by players + new config param: JediDropLightSaberChance (thanks to Colt for help with models)
+also removed explosion force for direct hits against team mates with treb-sling
+firebow: lowered explosion damage scaling, increased charge time, introduced cooldown for explosion, increased stamina drain
+decreased burning particle system quality to increase perfromance when lots of bots are on fire
+normal difficulty mode: adapts to gameplay, i.e. when maingate/ throneroom gate do not break, players have lots of score stash, wave was cleared within 5 min...
+new config parameter:
DifficultyAdjustingScale
Default: 1.0
The higher the parameter value, the stronger the wave increases it's difficulty, when the game seems too easy. Indicators are for instance how much score all players have, if throne room/ main gate broke last wave, the wave was cleared quickly, death / spawn ratio...
Smaller values than 0 (e.g. 0.1, but don't set negative values) downscale the difficulty adjustments, whereas higher values (2 for instance doubles the impact) increase the difficulty level depending on the above mentioned indications.

Update: Sep 21, 2015 @ 3:03pm

Version: 3.4
+removed debug log msgs
+improved local donation info handling
+balanced fire axe: only one combo triggered explosion during berserking mode possible
+balanced fire axe/ sword: combo explosion cooldown of 13 seconds
+moved F1 teleport spots in throne-room away from spikes
+fixed pathing for west gate: bots moonwalking towards northgate
+improved pathing for main gate: bots don't gather in ladder corner
+replaced gate breaking messages with hud elements instead of simple screen txt overlays

Update: Sep 18, 2015 @ 9:32pm

Version: 3.3
+firesword/ fireaxe: balanced the normal damage scaling depending on wave, also combos only cause the fire explosion if an enemy is hit which is not shielding or parrying, the explosion also causes a stamina drain now (-30)
+new config parameter: waveIncrement
+new enemy type: horde jedi
+added new config parameters: nJediSpawnAtMinWave; hJediSpawnAtMinWave; hJediMaxSpawns; nJediMaxSpawns;
+no self stun anymore when attacking giants with lightningsword
+adjusted weapon prices again for all donor items apart from lightningsword (u can still buy them for less than the full amount but get negative score then)
+adjusted hp scaling for heavies and boss mobs

Update: Sep 8, 2015 @ 11:35am

Version: 3.2
+adjusted stun chance for the lightning sword
+critical hotfix: adjusted http query to handle larger data amount

Update: Sep 6, 2015 @ 3:47pm

Version: 3.1
+fixed damage detection for outer hut gate (sometimes ignoring swing/ overhead attacks)
+donor windows can be closed with ESC now too
+fixed skellies with buckler getting stuck during windup animation
+rebalanced firebow (explosion damage when charged, slowing of enemies, scaling with wavenumber...)
+simpliefied treb-sling mechanics: damage, boulder size and radius always scale with wave and holding time, no matter if charged or not. Charging just indicates that you could also place an explosive instead of shooting directly at the enemy.
+added speed debuff for trebsling while holding
+added 100 to donor item prices