Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
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Update: Oct 18, 2014 @ 4:55am

Version: 2.16
+certain trebs fire with very low probability when the “blocking-well-with-stone-cart-quest” is active
+the treb near the hostage rescue spot won't fire at all anymore when the 'rescue-hostage-quest' is active
+fixed mason bots (appearing in mason loft when the gate breaks) just standing around when agatha bots approach
+decreased spawn probability and limited the number of spawns of the 'Horde Vindicator' which appear when you are near the outer hut to take shelter from the trebs
+fixed not being able to take public score when you have less than 0 score
+balancing: slightly increased enemy scaling, more score gain per kill for hard mode (+5 for every kill) and +500 score compensation for hard mode
+disabled teamdamage for all 4 ballistae
+fixed infinite health supply in the Mason throne room
+changed the main gate ladder to move players only up the wall. Just jump down on the other side of the gate if you don't want to take falling damage.
+added a gap in the railings of a stairwell leading up the wall
+fixed exploit of going up the railings at the gallows
+added a new weapon: stronger Claymore which also persists after death

Update: Oct 11, 2014 @ 4:27pm

Version: 2.15
+fixed missing collision for a tower
+possibly fixed the spikes exploit
+made it easier again: enemy number downscaling and the trebs do less dmg and shoot less often

Update: Oct 11, 2014 @ 5:48am

Version: 2.14
+fixed some skirmisher spawning without weapons
+fixed trebs not shooting

Update: Oct 10, 2014 @ 3:35pm

Version: 2.13
+you can check the exact amount of your current hp now in the castle
+fixed title of the current objectives sign to appear in mp
+complete redesign of the castle courtyard
+item purchased messages are now private sub-crosshair instead of chat messages
+Added Doubleaxe, Bardiche, Hatchet + Grand Mace…and now everybody wants the holy water sprinkler, right?
+Fixed exploits: standing on Maul box, behind bow box and on the flamethrower dragon head
+put jump triggers more outward so that bots don't jump too early over the barricades when chasing players
+replaced all Kismet sub-sequences with external variables due to the severe UDK bug that external variable connections break repeatingly. Fixes loosing too much score on purchases, the backjump and the deadly poison teamkill punishment.
+the 400 hp should now persist after respawn more reliable
+balanced normal and hard mode
+last wave now scales depending on playernumber and if harde mode is enabled
+adjusted some prices (Maul, Buckler, Messer, Poleaxe, Mace, Falchion, Sling, Torch Supply)
+improved accuracy of horde bowman (not the archers on the hills)
+removed all dlc skins for weapons (like Spartan Sword, Messer variant skin etc.). The last game update made it impossible to equip them unless you bought the dlc.
+added fire arrows for purchase
+added a modified weapon for purchase (strongest of the map)

Update: Aug 30, 2014 @ 4:27pm

Version: 2.10
+fixed some possible issues with the tank (not disappearing hud-marker, still getting score for hitting destroyed tank, double respawn of enemy troops, invisible tank ramp again...)
+fixed ballistae being pushed and misplaced by the tank
+fixed rare burning pots bug: wood support not appearing after map-restart
+ballistae now deal more damage to the tank and reward more score per hit
+bots now jump from the outer wall instead of standing at the edge looking after the player
+added a new stronger bot type to regular wave spawns
+a bit of general balancing
+reworked all purchase boxes to prevent double purchase according to the fix suggested by SquireRamsalot

Update: Aug 29, 2014 @ 11:17am

Version: 2.05
+fixed the double purchase bugs on the 2 health buy boxes
+fixed an out of reach exploit: slinging from ontop of the healthbox near the swine

Update: Aug 26, 2014 @ 2:05pm

Version: 2.01
+the time before the king spawns is now really one minute long instead of just 6 seconds...

Update: Aug 25, 2014 @ 12:42pm

Version: 2.0
+fixed the backjump ability always showing 20sec cooldown (the connections of the sequence node magically disconnect themselves to their input variables, need to check every time before last compile if they are connected...)
+fixed players being pushed against maingate and getting stuck there until it is broken
+added notification on wave start that hard mode is enabled (if it is enabled)
+added a startup time: when first player spawns the map can only begin after 1 min or later (so that players have enough time to join and load the map)
+balanced the purchasable armor levels

Update: Aug 24, 2014 @ 11:19am

Version: 1.9
+improved navigation mesh at the main gate
+added a mechanism which forces bots to go through the maingate instead of staring at players on top of it
+made it possible to walk outside the palisades without jumping over the spikes beside the gates so that bots won't get stuck there (too stupid to jump, heavily exploited)
+disabled some map-specific console commands to prevent cheating when playing solo

Update: Aug 20, 2014 @ 1:13pm

Version: 1.85
+fixed the ladder exploit (when ladder is broken standing in air makes it impossible for bots to reach you)
+number of remaining enemies is not spamming the console anymore
+collision of the archer hills is much improved so people don't get stuck there