Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Showing 31-40 of 106 entries
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Update: Sep 4, 2015 @ 2:44pm

Version: 3.0
+5 new items released: FireBow, FireSword, FireAxe, LightningSword and the Treb-Sling aka Cata-Sling
+they get better the stronger the wave and have special abilities (check out http://horde-sandcastle.github.io/server.html)
+only availabe for donors
+new items can be bought with 300 score but cost 500, meaning that a player has -200 score if he owned 300
+fixed bow descriptions
+fixed exploit: standing on dane axe purchase box

Update: Aug 27, 2015 @ 2:24pm

Version: 2.63 (v3.0 preparation release)

(note: normal Bearded Axe and Zwei are moved into desert, no weapons removed)
+server dungeon clearer list: keep only top 10 unique winners for each difficulty

Update: Aug 13, 2015 @ 12:09pm

Version: 2.62

+disabled 'treb-jumps'
+fixed most players not receiving the first armor upgrade after it was bought buy someone after spawning
+fixed pathing #2 so bots use Navmesh again
+fixed infinite points bug on yet to be release items!

Update: Aug 9, 2015 @ 4:17pm

Version: 2.61

+fixed pathfinding for giants

Update: Aug 2, 2015 @ 3:07pm

Version: 2.60

+fixed new wave starting on the beginning of the second skelly wave
+new ammo system for bows and normal crossbow: there is an ammo gain per kill (default: 0.3, config para: ammoGainPerKill). So you gain one more ammo for every 3rd to 4th kill. There is a box which allows you to double this 0.3 starting value each purchase.
+fixed players getting on top of hut roof via treb explosions
+fixed Vang getting stuck with 1H weapon + shield after sprint attack
+added broadhead arrow ammo box
+increased dmg per sec of burning pots from 7 to 10
+decreased speed shoes price to 3k
+several exploit fixes for standing ontop of things to be out of reach
+heal leech ability no longer counts down when u damage an enemy and have max hp
+mercenaries now scale their hp with increasing wave up to 620
+fixed melee weapons still colliding with broken outer gates sometimes
+2 new admin commands: AdminMute and AdminUnmute
+pathing changes: disable pylons as waypoints and placed additional apples

Update: Jun 27, 2015 @ 12:39pm

Version: 2.59

HOTFIX: it is possible now to play beyond wave 2...

Update: Jun 26, 2015 @ 4:51pm

Version: 2.58

+skelly (darkness) wave: second wave starts already when the first wave was reduced to 7 enemies and the second wave is completed when 3 enemies remain
+bruiser wave no longer overrides the end wave countdown values set in config for the normal wave, also spawns more Bruisers (set nBruiserWaveEnemyScale to 0.14 and hBruiserWaveEnemyScale to 0.25)
+fixed player list of last wave not appearing on the scoreboard
+fixed navemsh for westgate
+added reserved slot system: via the config param 'reservedSlotCount' u can set the number of reserved slots (default: -1, so none)
+fixed Bruiser spawning sometimes behind the gates on hard mode
+added new config params to control the number of Bruiser spawns per wave: bruiserPlayerWavenumberScale and bruiserWavenumberScale (see map description for more info about config params)
+fixed a performance issue with later waves, when enemies spawn in too little intervals. Set the minimum spawn delay to 1 second.
+bots will not respawn in large groups anymore but when their number drops below 35 enemies (before it was 10 enemies, even on high waves). New config param to set this: nEnemyNumberRespawnThreshold
+MAA can not dodge with non-MAA weapons anymore (avoid getting stuck)
+reduced inactivation time of hp-boxes from 0.5 to 0.1 seconds, enabling faster repurchase
+reduced bomber spawns and treb sling strength
+disabled treb-sling for purchase (for now)
+the configured value for the skelly/ undate duration which needs to pass for switching back to human is now displayed correctly when the players spawns as a private HUD message
+removed 100% change of skelly wave at wave lvl 27 (happened even when skelly wave was disabled by config)
+made bruiser (1 wave in 7) and skelly wave (1 wave in 8) more rare
+skellys kills now give additional gold: 10 by default (basic 5 gold for every kill + special enemy type amount set in config)
+fixed north gathe ballista exploit: standing on them to escape enemies

Update: May 6, 2015 @ 1:20pm

Version: 2.57

+balanced Maul and 2H Messer price a bit
+new config parameter: how many enemies are still allowed to live when the end-wave timeout runs out (default is 2 now, meaning that even when 2 enemies are alive, the next wave will start when countdown runs out)
+new config parameter: for normal and hard mode setting the max bombers allowed to spawn, default: 10
+fixed some exploit spots when standing in corners of the spiky door and ontop of the wall with the ladder
+added server specific wave highscore: the highest wave is written with all players who fought in it to the normal Sandcastle config file. In addition, the wave number and 10 players in this wave are displayed on the scoreboard.
+bombers deal damage again but less (player treb sling as well) and they switch to secondary weapon now
+fixed first ballista not destroyed by the tank when the tank was not destroyd afterwards (may also fix the bug with the weird positioning when using the ballista because it was moved by the tank and enemies attacking it in a large group)
+archers no longer continue to shoot at players taking cover behind obstacles
+fixed hostage quest exploit: still gaining money when lock disappeared and set guard hp to 350

Update: Apr 24, 2015 @ 9:27am

Version: 2.56

+fixed TK-System: when Tker is punished with instant kill, he won't be able to kill other players who damaged him
+added improved pathfinding for certain bot types only (performance reasons)
+clamped max size for damage hud numbers appearing (spikes) and increased the dmg feedback hud size in general (adjusted defaults)
+fixed hud config (filename: UDK_Sandcastle_HUDExt.ini) values always being reset to default values by adding a new config value for it: 'doNOTsetDefaultValues' Set it to true if you want to use custom values. This works differently from the main sandcaslte config file, which sets default values if non boolean fields are 0.
+no more horde bombers in first waves in hard mode, the config prop hTrebSlingBotSpawnAtMinWave now decides when they start to spawn
+added a new config var to disabled kicking players (by default it is disabled because of wall kicking complaints)
+fixed explosions from bombers causing performance drops client side (u can set the explosion effect in config now, see map description)
+fixed purchase box description of 2handed Messer
+fixed bombers spawning since wave 55 even though TrebSlingBotSpawnAtMinWave is set to a higher wave
+fixed health leech to work with all enemies (includes skeletons, Horde Vindicators and Dungeon mobs now)

Update: Apr 10, 2015 @ 5:17pm

changed the front pic... still same version