Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Showing 71-80 of 106 entries
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Update: Nov 24, 2014 @ 9:20am

Version: 2.25
+ fixed throne room gate (again)
+ fixed the enemy scaling to get stuck at 137 for high waves
+ adjusted primary weapon prices
+ fixed end wave timer not disappearing after wave end (or reappearing shortly after)
+ respawn as skeleton/ ghost/ undead when killed: in ghost state you have a special ability (activate with F5) but you only have a cudgel and can't buy any new weapons. Ghost state will automatically stop after 3 min. You will receive then your weapons you owned before you were killed.
This means that ALL weapons are permanent now, in the sense that after purchase you will get them back (sooner or later) after respawn. However, if you die as a ghost, your previous weapons will be lost.
The current buttons used in the map are the following:
-F1: teleport to throne room once a wave
-F2: vote for 'normal'-mode before the Agatha king is killed
-F3: vote for 'hard'-mode before the Agatha king is killed
-F4: use a Health Potion if bought
-F5: use the ghost ability if in ghost state
-G (drop-item bound): Backjump ability if bought

Update: Nov 18, 2014 @ 3:30pm

Version: 2.24
+fixed missing background texture to display the enemies and wave count on(was removed with latest game update)
+fixed more box-exploit spots in the both huts
+fixed exploit: standing on broken gate edge and attacking bots gathering in the gate with longer reached weapon
+health potions now heal 60hp
+the tank now breaks sooner
+tank spawn rate: appears up to 3 times between wave 9 and 20 (chance: 0.25)
+tank spawn rate: appears for an unlimited amount after wave 20 (chance: 1/6)
+the timeout will no longer kick in when a tank has spawned for that round
+for barrel bomb quest: now the player completing the quest also receives an extra score reward
+more score reward for:
++surviving the round: +30
++repair ballistae quest for everybody: +35, for completing it: +65 (in total 100)
++barrel bomb quest for everybody: +70, for completing it: +70 (in total 140)
++push stone cart: +5 score for pushing it every 2 sec, when completed +80 for everyone
++burn bodies: +50 for everyone and +200 for completing it (in total 250)
++capture area: +40 for everyone and +3 score for everyone capturing every 2 seconds

Update: Nov 14, 2014 @ 11:02am

Version: 2.23
+quickpatch: vote windows should now disappear when vote ends (and not appear again after each respawn)

Update: Nov 14, 2014 @ 7:48am

Version: 2.22
+voting system for hard mode: voting ends when the king dies, hard mode is enabled when it gains at least 55% of all votes, Made by FlyingPancake, vote with F2 for normal or F3 for hard mode
+made the 3 outer walls thicker so that players can't hit through them anymore
+fixed oil pots exploit: standing in front of them where bots can't reach them
+adjusted main-gate ladder so that falling damage should be prevented now even if u land on top of sb else
+fixed the difficulty in HUD not displaying correctly in first wave
+hopefully fixed the rare issue with throne room door blocking pawns even after it broke
+balancing: decreased enemy-scaling a bit but added dodge ability to a few enemy types
+lowered score reduction of suicide from -50 to -30
+trebs now have an own damage instigator instead of using the player to shoot at to prevent tk
+fixed the warbow not appearing after purchase
+added ability to teleport to throne room once a wave by pressing F1
+added purchasable stamina upgrade from 100 to 200
+balanced some mod weapons
+added health potions for purchase (Use with F4)

Update: Nov 4, 2014 @ 3:04pm

Version: 2.21
+last 5 bots are now marked
+disabled team damage for bots. This does NOT prevent team kills. When the hit was strong enough to kill the bot he will die anyway.
+fixed tools quest to repair ballistae description not disappearing from HUD when completed
+fixed Falchion purchase box description
+fixed enemies not increasing with wave bug
+balanced enemy scaling for low amount of players
+again several box-standing exploit fixes

Update: Oct 31, 2014 @ 5:48pm

Version: 2.20
+fire of 'burn the bodies'-quest now turns off
+when 7 enemies remain the timer kicks in and only 17 seconds are added to the base amount per kill instead of 30
+when the timer ends and only 1 enemy remains, the next wave starts, instead of ending the game
+new stronger enemy type with custom AI: Horde Bruiser, will spawn more often the higher the wave and number of alive players
+lowered score reduction to -20 for death and -50 for suicide (teamkill remains -100)
+tank spawns now less but stronger enemies (for performance reasons)
+adjustments for the TO2 changes of the last patch: the map does NOT need to be played with the horde-mod anymore, disabled custom purchase box fix
+adjusted hud to display end game enemies left to kill
+made game mode infinite (skeleton wave spawns randomly from wave 27 on)
+fixed Grunt spawning without primary weapon
+hud displays now: 1 enemy remaining
+score compensation is now limited to max 1800

Update: Oct 27, 2014 @ 11:31am

Version: 2.19
+removed 'trig' chat msg
+fixed the ladder catapulting players over the wall at times
+fixed exploit: standing on kite-shield box
+added additional wave lvl (different spawns from wave ~24 on)

Update: Oct 21, 2014 @ 3:43pm

-pre start time: 1 sec -> 60

Update: Oct 21, 2014 @ 3:24pm

Version: 2.18
+jumping down indicators now disappear when main gate breaks (will hurt if you jump nevertheless)
+less invisible collision near the jumping indicator
+the tank stump will disappear after 30 sec when it breaks so that it doesn't block bots and players
+when the capture area quest is active certain trebs will fire less
+hopefully fixed the bug at throne room gate: blocks all players for unknown reason after certain, so I exchanged the trigger brush types (could not reproduce the problem)
+added a HUD created by 'Flying Pancake'. Displays remaining enemies to kill, wavecount, health, mapversion, difficulty mode and active quests.

Update: Oct 18, 2014 @ 3:09pm

Version 2.17
+fixed the infinite score gain from the score output box (now you can not take score when you have less than 0)