Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
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Update: Apr 10, 2015 @ 5:02pm

Version: 2.55

+added scaling to the bomber enemy type: (W-M+P)^2*0.014 [w = wavecount, P = playercount, M = MinWaveSpawnConfigValue (default: 33)]
+fixed hp bar to disappear too early

Update: Apr 9, 2015 @ 11:37pm

Version: 2.54

+fixed being unable to switch weapons when holing torch and being switched back to human from skeleton state
+new config param: skeletonSwitchToHumanDurationInSeconds (default 180)
+added new enemy type: Horde Bomber (spawns at wave 33+)
+added config params for the wave when the Horde Bomber starts to spawn for hard and normal mode
+turned the map into an official mod instead of loading the code via mutator. 'Horde Sandcaslte' now appears in the 'Game' column in the server browser. Technically, this allows to make more game modifications.
+adjusted back castle wall so that enemies don't get stuck on it when thrown there by the treb-sling
+reduced pushing-force of treb-sling
+TK punishment system overhaul: technically completely different, effectively a little window pops up displaying 5 options to punish the TK for 30 sec (chiefly done by FlyingPancake)
+armor overhaul: 3 upgrades available like before but 2 affect all players and sets the damage resistance relative to the class (16% and 33%) whereas the armor box in the desert hut upgrades the armor only for the player who purchases it (10%). The 10% upgrade can be combined with one of the other upgrades. The 16% upgrade can be bought whereas the 33% upgrade is provided for everyone when the dungeon is cleared. Both cost the same.
+Skeletons can't enter the dungeon anymore
+new HUD for HP-bar and for damage. Different damage types have different colors (pierce, generic, blunt, swing etc.) This part of the HUD has it's own config file... U can set HP bars for players as well.
+disabled the previous HP bars: dungeon lord and skelly king

Update: Apr 3, 2015 @ 11:53am

Version: 2.53

+fixed Treb-sling issues:
* often failing to to deal damage when playing on online server
* piece of castle-wall with the oil pots on can't be hit
* adjusted price
* explosions only visible to owner
* inebriate effect back in and stops after 1 min after purchase

+fixed exploit spots on the outer gate ramps (bots jump now later outside)
+fixed stuck point when going along the wall up the stairs to the top of the castle-wall
+increased Javelin and Throwing knifes ammo to 22
+fixed not being able to switch weapons when holding torch or fighting in dungeon when new wave begins
+removed 'hit' debug message when hitting tank with ballista
+added light crossbow with infinite ammo
+decreased Zweihander price
+fixed enemies being shot with treb-sling out of main castle and thus out of map
+added Map specific config: the .ini file 'UDKSandcastleConfig' is created once when it doesn't exist within the Chiv 'config' directory on mapstart. If you delete it, it will simply be reset next match. You can also delete single entries to reset them. Currently ca. 50 most important config params are available.
Some parameters exist for hard mode (start with 'h') and normal mode (prefix 'n') specifically.

Update: Mar 13, 2015 @ 12:55pm

Version: 2.52
“There is a bug that got introduced with 2.51.

Basically, people will randomly get a lot of hp and really huge score. Some people claim it that they got this by killing some peasants or randomly swinging a weapon at enemies. "

Fixed.

Update: Mar 12, 2015 @ 11:27pm

Version: 2.51
+balanced bow prices
+fixed ballista shot triggering 3 to 7 times when hitting the tank (1 shot causes 2dmg and 7xp)
+fixed tank taking damage from bots (especially archers)
+fixed timeout music still playing in rare cases after wave-end
+removed debug chat messages ('no ammo' etc..)
+lowered prices for all 4 Throwing Axe purchase boxes and Firepot at north gate
+fixed Dane Axe only being purchasable from a certain angle when looking at the purchase box
+on Treb-Sling purchase you get a Saber as secondary weapon now instead of Throwing Axes which caused some confusion
+fixed explosion on self every time the Treb-Sling is fired for clients connected to a dedicated server (didn't happen in standalone games)
+adjusted ingame chat message website link to horde-sandcastle.github.io (also added dungeon clearer ranking there)
+added longbow

Update: Feb 26, 2015 @ 3:03pm

Version: 2.50
+fixed infinite ammo not applying when hp is not bought for bows and some crossbows
+fixed the hard mode spawn time to 0.4 sec (previously 0.01) so it doesn't crash servers when many bots spawn at once
+added a 8 seconds lock for sprint attack after it was performed for bot types with this ability
+lowered the first purchasable armor 'lvl2' to 16% damage resistance increase and made it available without clearing the dungeon
+added to hud: a small shield will display below the hp-potions for lvl2 armor, 2 shields for lvl3 armor and so forth
+testing results indicate that all armor types (damage resistances lvl1 to lvl3) persist after respawn as well as the HUD (shield icons) by itself...
+removed weapon collision above dragon head
+when entering dungeon you can not switch to weapons anymore until the gate opens
+fixed crashes occurring since the last Chivalry update due to outdated scripts

Update: Feb 18, 2015 @ 2:45pm

Version: 2.49
+disabled backjump: too many unreachable places for bots can be reached by players
+fixed infinite ammo not set when getting back some ranged weapons after respawn

Update: Feb 10, 2015 @ 9:23pm

Version: 2.48
+fixed outer hut still blocked after destroying gates
+fixed dungeon exploit: AI not attacking when close to spawn-doors
+may have fixed multi-sprint attacks (an other approach would be a timed unblock function)
+fixed exploit: in castle-stable standing on the halberd box

Update: Feb 9, 2015 @ 10:07pm

Version: 2.47
+significantly decreased Horde Rouge spawns (the ones with the Zwei)
+switched places and prices of war-/shortbow
+infinite ammo for short-/warbow and heavy crossbow
+not possible anymore to jump at quest sign or at dragon head or behind the outer hut or at some ruins with backjump ability

Update: Feb 5, 2015 @ 8:46am

Version: 2.46
+new method to check if the player lost to the dungeon, should fix showing the 'player got killed in the dungeon' message when entering the dungeon and the gate not opening after defeating the gatekeepers
+the player name of the dungeon clearer is displayed to a player trying to enter the dungeon
+fixed missing hp bar of the dungeon king on second playthrough
+the dungeon clearers are remembered now and will eventually appear on the sandcastle website as top ten orders according to how fast the dungeon was cleared and in what mode (difficult or normal)