Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Cove Beta
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Actualización: 30 MAY 2014 a las 6:08 a. m.

1.21 update
*Actually released the right version this time.

Actualización: 29 MAY 2014 a las 10:03 a. m.

1.2 update
*More art happened
*Nerfed archer spawn spam
*Cannons now fire 4 times, not 5
*Cannons load time shortened marginally

Actualización: 16 MAY 2014 a las 9:33 a. m.

Alpha 1.15
*Cannons fire at desired speed now
*Remodelled gatehouse

Actualización: 14 MAY 2014 a las 6:41 a. m.

Alpha 1.1

Objective one:
*Removed Mid Cannon
*Top and Bottom cannons spawn together
*Cannons are unloaded slowly if 1+ AG is in zone with no MA
*Gate needs 5 shots to take down
*Gate now has hud marker
*Moved beach tower back slightly
*Moved cannons forward slightly
*Made mantlet barriers slightly bigger
*Moved attacker torches back, removed mid one entirely
*Added extra buildings for cover
*Moved ship on beach over slightly
*Added second path onto dock
*Moved balistas to ridge and beach
*Towers now take 6 hits, and have a retrigger delay

Objective two:
*Blocked off dead end paths
*Moved AG3/MA4 spawn back from front line
*Modified paths around AG3/MA4 to limit archer protection

Objective three:
*Cathedral now only need 4 areas sacked to win, not 3
*Modified sconce collision
*Reduced Altar health from 2000 to 1500
*Reduced small statue health from 750 to 600
*Reduced large statue health from 1000 to 750

General:
*Added some extra skybox stuff
*Generally started art pass

Actualización: 30 ABR 2014 a las 10:13 a. m.

Alpha 1!
*Updated name to AOCTO-Cove_alpha_p!
*Added barrier to limit archer camping on AG 3/MA4 spawn
*Spawn forwarding now forced on for AG players still in spawns MA are going to spawn in.

Actualización: 29 ABR 2014 a las 9:12 a. m.

0.98
*Added Foliage
*Modified gatehouse rear and side to improve flow
*Tweaked a few minor things

Actualización: 27 ABR 2014 a las 3:33 a. m.

0.96
*Heavily modified cathedral spawns
*Cathedral now only need 3 areas sacked to win, not 4
*Cathedral door now actually opens when rammed (durp)
*Tweaked cathedral hud markers a little again.
*Bots are now fully supported disregarding a few spawn area confusion.

NB:
*There is still a bug on the cannons. (I think)

Actualización: 25 ABR 2014 a las 9:51 a. m.

0.95 update
*Added some extra stuff to drop down onto
*Modified spawn AG3/MA4 to lessen archer immunity
*Added HUD progress marker for cathedral door ram
*Moved AG cathedral spawn back to lessen bottlenecking
*Made cathedral door two way again, to lessen bottlenecking
*Cleaned up cathedral HUD markers
*Limited AG "things are under attack" messages

NB:
*There is still a bug on the cannons.

Actualización: 25 ABR 2014 a las 7:02 a. m.

Testing upload - Disregard.

Actualización: 22 ABR 2014 a las 10:11 a. m.

0.9

*HUD support for torch carriers, now burnables are highlighted.
*Made cathedral door one way
*Improved cathedral door and ram animation.
*Improved bot support
*Added extra lighting
*Removed ramps for AG spawn 1 / MA spawn 2 to improve flow
*More changes that I didn't note because they were small

NB:
*Possibly broke everything. Be on the watch for FPS issues, especially with bots in objective 2.
*Player using ram when door is broken may get A) stuck on the ram unless they press E or attack B) teleported *somewhere*
*Objective 3 bots are ... confused when they shouldn't be.