Patch #25 Changelog 23/06/2022
General
- Added new map: Arid
- New Armory UI
- Team selection becomes available two minutes after player joins the server
- Added servers for novice players
- Merged Invasion and Frontline official servers
- Pressing Team select button hides team select
- Team select menu can now be closed by spectators
- Fixed team select player count not updating correctly
- Added self-restocking throwables to player controlled Nobles that did not have any ranged weapons before
- Added View Steam Profile to options if available
- Fix chat context menu not closing on Escape
- Added various words to chat box filter
- Fixed UI sounds for certain areas
- Fixed horse not accelerating in certain scenarios
- Fixed potential rare crash related to chambering
- Fixed Nubian face LOD
- Killfeed CPU optimizations
- Slight GPU performance improvement by changing the way GPU handles overdraw
- Fix for stealing voices by reducing concurrency of Chicken and Goat sounds
- Increased sound priority for Cronch and hit indicator
- Lowered sound priority on various weapon thuds, equip and some foley sounds
- Increased concurrent voice lines from 4 to 8
- Attenuation fix for Generic Animal and Turd
- Made the GiveCata command use the IsAllowed method so server owners can opt tiered admins out of it and added it to the Admin Actions webhook
- Polished various Frontline objectives
- Added a few new emblems
- Added camels instead of horses on eastern maps
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- Slavic
- French
- German
- SpanishAdded Continental Voice Pack DLC set containing 4 voices:
Skins
- Added Visored Greathelm Raised
- Added Visored Greathelm
- Added Turban
- Added Turban with Veil
- Added Turban Helmet
- Added Turban Helmet With Nasal Guard
- Added Rus Conical
- Added Mail Skullcap
- Added Crusader Mail Coif
- Added Crusader Mail Coif With Mouth Piece
- Added Crusader Mail Coif Square Cut
- Added Crusader Mail Coif Square Cut & Mouth Piece
- Added Plated Mail
- Added Bishop’s Ailettes
- Added Early Coat of Plates
- Added Monk Hood
- Added Monk Robes
- Added Monk Sleeves
- Added Butcher’s Skirt
- Added Leg Wraps
- Added Basic Leather Shoes
- Added Mail Shoes with Spurs
- Added Adarga skin for Heater Shield
- Added Calipha Sword skin for Arming Sword
- Added Calipha Dagger skin for Dagger
- Added Crusader Glaive skin for Bardiche
- Added Eastern skin for War Axe
- Fixed Jester Shoes feet alignment
- Renamed default Falchion skin to "Default" instead of "Falchion"
Combat
- Increase sweep distance interaction to make items easier to pick up on downward slope
- Scimitar:
- Slowed down windup for strike and stab by 25ms
- Reduced stab damage against Tier 0 and 1 armor types
- Footsteps and armor sound distance reduced
- Reduced stab feint lockout slightly, now on par with swings. Reduces double parries.
- Updated CombatTest riposte animations
Weapons & Equipment
- Fixed part name categories being inconsistent between skins on some weapons (This will affect loadouts):
- Shuffled Handle and Head on Warhammer Skin to match default
- Shuffled Spike to Part3 slot on Maul.
- Changed Shawm action prompt from "Strum Lute" to "Play Shawm"
- Fixed toolbox placement on equipment/projectiles
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- Rapier swords
- Polearms
- BardicheFixed physics assets for:
Maps
- Castello:
- Fixed spawn clipping on Invasion
- Removed spawn protection on bridge
- Added additional spawn protection area for bombing portculis objective
- Added wind noise
- Collision changes
- Camp:
- Adjusted cart push speed on Invasion to favor attackers more
- Fixed an issue with floating dummy and a minor stuck spot
- Cortile:
- Disabled lens flare effect
- Contraband
- Improved performance by reducing overlapping reflections
- Moved TDM spawns into the accessible playspace
- Feitoria:
- Rebalanced Invasion which now favors attackers
- Brawl updated based on player feedback
- Fixed Random equipment spawning a BR RecurveBow instead of a normal bow
- Added missing collisions on buildings
- Fixed peasant being spawned inside the table
- Fixed collision on some bushes
- Grad:
- Rebalanced objective completion time bonus and some spawns on INV_Grad_1
- Trebuchet progress on INV_Grad_1 now follows capture point logic, meaning that it is no longer possible to stop/start progress when outnumbered
- Turned off complex collision on some bushes
- Noria:
- Fixed buildables not deploying on certain spots
- Replaced horses with camels
- Fixed unintended climb spots
- Fixed a firepot exploit on the last Invasion objective
- Minor Spawn point adjustments on Frontline and Invasion
- Removed some braziers to make second objective a little harder for attackers
- Mountain Peak:
- Fix attempt for players getting stuck in the self-building ram on INV
- Fixed up spawn protection for moved spawn
- Moved torch spawners closer to the corpse piles, but increased the amount of torch throws needed on Invasion
- Restricted toolbox placement in some areas
- Fix a visible hole on the rocks
- Fixed bushes which prevented deployable spawn points from being destroyed
- Taiga:
- Rebalanced Invasion by adjusting timers and some spawn positions
- Restricted toolbox placement in some areas
- Fixed stuck spot on the goblin cart
- Truce:
- Merged some sandbags so the shadows cull more evenly
- Adjusted spawn protection in TDM
- Crossroads:
- Ballista fix attempt
- Tree exploit fix
- Draw call performance improvement by splitting and merging HISMs
- Collision fixes
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- Adjusted out of bounds on Invasion
- Restricted toolbox placement in some areas
- Reworked FFA and TDM gameplay area to be smaller and more containedGrad:
Horde
- Horde extended to wave 25
- Added The Pit Horde
- Rebalanced enemy spawning, timings and difficulty values
- Rebalanced enemy composition per wave
- Added harder version of minibosses
- Rebalanced gold income
- Tweaked damage and difficulty increase with multiple players in the team
- Lowered amount of gold players get if joining after the start by 10%
- Horde flow:
- Stronger groups can now spawn up to wave 25, instead of 21
- Nerfed health gained on kill
- Less peasants are now spawned after 15th wave
- Noble upgrades defenses every 4th wave (instead of 3), so it's more suitable for 25 waves
- Enemies:
- Default ogre now has clothes with light colors and deals less damage
- Added tougher version of Ogre and Juggernaut with more variations
- Ranged units now spawn in smaller groups and are scattered around more
- Minibosses now destroy spikes quicker
- Skills:
- Buffed Lever Action, Adrenaline and Vanish
- Slightly nerfed Haymaker, Finesse and Leech
- Extended the length of Vanish
- Horde now ends in defeat when last player leaves the server
- Cross is now hidden after revive window passes
- Added instruments to Horde gamemode and placed them on all maps
- Fixed Black Fire Bomb not being discounted with Merchant skill
- Fix attempts for stuck AI spots on Camp, Castello, Grad, Crossroads
- Fixed a bug where Seymour could spawn before last wave
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