Patch notes for the latest beta build of Chivalry: Medieval Warfare. These are in addition to the CU2 Patch 2 Beta 1 changes.
- Continued map optimizations to further improve performance
- Ongoing collision improvements
- Added better level loading camera spawns to various maps
- Spawning bugs fixed on Hadrians Wall
- The sky is now present in TD Battlegrounds
- Slight increase to defender spawn time in TO Battlegrounds on second objective.
- Added ammo box for attackers in TO Battlegrounds
- Wheat material on battlegrounds now show proper texture
- Minor optimizations to the main menu map
- Introduced checks to prevent players from entering the Agatha spawn house on the final objective of Darkforest
- Turned collision off on meshes not within the playspace to increase performance
- Smoothed over landscape and fixed multiple stuck spots
- Falling into lava kills players more reliably in Citadel
- Players are no longer able to leave the map in the first area of Citadel
- First person clipping and animation polish
- Buckler and heat shield first-person camera polish
- Flail first-person animation updated
- Projectiles now properly appear on player heads
- Fixed shove bug for heater and buckler
- Head explosions now behave properly for all characters
- Improved behaviour of helmets and other attachments on death
- Players are now able to pick up ammo thrown at corpses (affects javelin and non-incendiary thrown weapons)
- Players will receive no team damage penalty for hitting peasants
- Shield no longer appears on Vanguards in customization menu
- Canceling javelin throw no longer resets stance at any stage of the wind up
- Removed team damage penalty in LTS
- Players will no longer instantly respawn on death
- Created a single new loading screen to reduce storage usage
- SDK changes have to be tested on the non-beta app. Opt into the “cu2p2beta” branch on Chivalry: Medieval Warfare: right click on the game in the Steam library, click Properties, click Betas, and select “cu2p2beta”
- Code mods are now completely supported, including Workshop support
- Issue where code mods couldn’t be used with the dedicated server tool is fixed
- Map and code mods now support localization; after cooking a mod, create a ‘Localization’ subdirectory inside the mod’s directory in UDKGame\CookedSDK; this should look like the ‘Localization’ directory at UDKGame\Localization, that is, separated into languages (INT being English).
- Code mods now support customized config changes, which will override any existing config settings from any config file. After cooking, create a Default.ini inside the mod’s directory in UDKGame\CookedSDK. You can, for instance, have an [AOC.AOCGame] and override DefaultMapPrefixes
- Example code mods using the config and localization are coming; keep an eye on https://github.com/BradyBrenot?tab=repositories
- Servers can now specify which mod they want to use by including ?modname= in the map URL in their command line. This will cause that mod’s config file to be loaded. For instance: UDK.exe AOCTO-Frigid_p?modname=instagib
- Similarly, admins can change to a mod by specifying ?modname in the console, assuming the server has that modadmin servertravel aocto-frigid_p?modname=instagib
- Servers can now specify a limited subset of SDK packages, out of any downloaded, that will be uploaded to connecting users, be permitted for map votes, and will automatically be added to the server’s map list. These packages are still not autodownloaded by the server, you still need to use the WorkshopServerTool before starting the server. This does allow downloading and launching of Workshop items to be scripted though.
- “SDKFileId” uses the ID from the Workshop URL for this item
- “SDKFileName” uses a .cmwsdk file name. Example: UDKLogging.exe AOCTO-Citadel_p -SDKFileId=123434434 -SDKFileName=SDKTest_whatever.cmwsdk
- Added a GUI-based tool (at Binaries\SDKFrontend) for compiling scripts, cooking scripts/maps, and uploading to the Workshop.
- Documentation is forthcoming.
- The tool will handle messy things like GUIDs, and includes a feature to import existing Workshop items so one can overwrite them easily without having to know the GUID or anything else (everything is automatically grabbed by the tool).