| [Parches] Actualizaciones del Chivalry: MW | |
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+7Sirevanac Beric fisadev Svinfylking ARt Blitz. Hadriah Ser Alphonse 11 participantes |
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Autor | Mensaje |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Ago 08, 2014 6:19 pm | |
| http://forums.tornbanner.com/showthread.php/21331-Chivalry-Medieval-Warefare-Patch-29-(Balance-Patch) | |
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Hadriah Librarian
Clase : Archer Mensajes : 379 Fecha de inscripción : 18/12/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Ago 08, 2014 7:32 pm | |
| El tema es que en el laburo no puedo entrar al foro de Torn Banner porque esta filtrado.
De todas formas, ya estoy en casa, gracias. | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Ago 14, 2014 7:22 pm | |
| Actualizaciones! El Parche 29 (balance patch) live: http://forums.tornbanner.com/showthread.php/21433-Chivalry-Medieval-Warfare-Patch-29-(Battle-for-Balance) Cosas copadas: - Nuevo flinch para armas 2H = menos hit trade - Nerf a los archers (aunque es una pena que hayan perdido la bonif. del backstab) - Bug del flinch in release resuelto - Nuevo skin que creo que voy a comprar Cosas de mierda: - El casco de Vanguard de Mason ahora es todo negro/dorado en lugar de tener esa franjita elegante Full notas (para Hadriah que trabaja desde Guantanamo): - Spoiler:
General Balances (Affects all Classes)
- Flinch time increased from 0.8 to 0.9 for all 2-handed weapons
- All minimum windup speed increased to 0.4
Archer Balances - The Archer class has been slightly reworked **
- Archers no longer have an added backstab damage bonus when attacking from behind
- Bolts, Arrows and Stones no longer flinch players. Instead they will remove the sprint state from players hit
New
- Introducing the New Mason Marauder and Agatha Arbiter Vanguard Skins ($4.99 each)
- Each skin comes with a new helmet
- Map Contest Creators are awarded with the Cartographer Peasant Hat
Changes
- Tournament mode added
- Set bTournamentMode=true in _Game.ini under AOC.AOCGame
- or, start the server with ?tournament on the URL
- or, "admintournamentmode" console command to restart current map in or out of tournament mode
- Follow the in-game instructions
- Tournament mode does:
- Enable ready-up
- Disable team damage spawn penalty
- Disable ping kick
- Disable auto-balance
- Enable admin pause
- Auto balance now selects from a threshold of the 1/5th most recently joined players on death
Fixes
- Removed first person fire particles
- Fixed sprinting players being flinched in release stage
- Fixed ripostes after a kicking only dealing kick damage
- Returned Catapult projectile cam
- Knights can now wield all shield types with the flail
- Firepots no longer flinch targets hit
- Loadout can no longer be changed on the fly in specified location in the Arena FFA map
- Friendly fire penalty is now a server side option. (Default On)
- Fixed "Fire Nemesis", "Fire Starter", "Sands of Time" achievement (Removed "Just a Flesh wound")
- Fixed Javelin always appearing in archer's back
- Fixed Score failing to update when players join matches in progress
- Fixed floating weapons in Arena
- Ammo box Icons now appear on Mason team
- Becoming king no longer counts as a death
- Selecting random in class select now randomizes your weapon loadout as well
- Coldfront Optimizations (Visual blockers and reduced npc time in each area)
- Only admins have access to Remote Events
- Added Platform to Catapult to prevent sinking into the Landscape on exit on Coldfront.
- Coldfront Balance (Increased Health on Drawbridge in Coldfront from 20000 to 30000)
- Update to the uploader - Added the Curated Workshops for users to upload Weapon, Helmet skins and more...)
[/QUOTE]
____ Cerró el concurso del Fortification Contest, así que próximamente calculo que veremos estos mapas incluídos en el Chivalry base. ____ Y algo copado, es que ahora va a ser más simple agregar custom items (skins para cascos, clases, armas y demás): http://forums.tornbanner.com/showthread.php/21442-User-Generated-Item-Resources | |
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Hadriah Librarian
Clase : Archer Mensajes : 379 Fecha de inscripción : 18/12/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Ago 14, 2014 8:04 pm | |
| Muy flojo el tema de sacarle el flinch al arquero, eso va a generar que haya mas snipers que se quedan en la otra punta del mapa y no aportan nada (a veces me incluyo), y menos arqueros support buena onda que van al frente con sus compañeros usando short bow o sling.
El bonus al backstab me da igual, realmente no lo debería tener y en mi caso, con o sin bonus es mejor evitar la cercanía...
Lo demás ni idea, supongo que es mejor si el combate es un poco mas lento.
Y gracias por el changelog. | |
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ARt Blitz.
Clase : Knight Mensajes : 809 Localización : Vicente Lopez Edad : 35 Fecha de inscripción : 24/01/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Sáb Ago 16, 2014 12:27 am | |
| Una verga lo del flinch. Justo q con las piedras es lo especial. Ahora no se puede estar tan cerca. Torn banner se encarga de arruinar cada vez mas el gameplay | |
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ARt Blitz.
Clase : Knight Mensajes : 809 Localización : Vicente Lopez Edad : 35 Fecha de inscripción : 24/01/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Sáb Ago 16, 2014 12:32 am | |
| Cualquier golpe deberia hacer flinch.. no es realista ni con una piedra que sigan pegando como si nada. Justamente usar los archers en el frente de batalla para suprimir a los pros es una estrategia que muchas veces da resultado.. ahora se encargaron de nerfear al archer... por si fuera poco el 0.5 de vida que tiene. Gracias x cagarte en los players | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Sep 26, 2014 6:46 pm | |
| Beta del Patch 30: http://forums.tornbanner.com/showthread.php/21936-BETA-Chivalry-Medieval-Warfare-Patch-30 Full release notes - Spoiler:
- DaGGyzo;270041 escribió:
- Maps
Fortification Map Contest winners added to the game! Belmez, Castle Assault, Cove, Drunken Bazaar, and King's Garden are now part of the game!
- AOCTO-Belmez_p
- AOCTO-CastleAssault_P
- AOCTO-Cove_p
- AOCTO-DrunkenBazaar_p
- AOCTO-KingsGarden_p
Balance
- Reduced Messer slash damage from 95 to 90.
- Increased Greatsword slash windup from 0.5 to 0.55
- Increased Greatsword overhead windup from 0.5 to 0.6
- Increased Brandistock slash windup from 0.5 to 0.6
- Increase chase mechanic boost to speed by 10%
Listen servers added
- Players can now host their own servers and play with their friends. Start a listen server from the Create Game screen.
- The Steam master server will not NAT punch; i.e., unless you forward ports on your router (default: 7777 and 27015) you will not see your server in the server browser. However, it will show as a LAN server on your LAN, and will also be joinable through the Steam friends list (not the Friends tab in the browser)
- Several issues vs. the previous beta where this was enabled are solved.
- A remaining issue: cannot download workshop items from a listen server. However, you can still play with custom maps/mods so long as you've downloaded them before you join the server
Bugs
- Fixed: Ballista sometimes rotate on the wrong axis and get rotation-limited
- The title was not being shown on horde weapon purchase boxes...now it shows properly
- Fix: Listen server host: Smoke and Oil pots have no particle effects. I think this was also happening in Standalone? Should be fixed for both now.
- Fixed issue where a crash happens when you
- 1. Open Join Game
- 2. Through Join Game, join a Full server, server with different DLC than you, or server that otherwise fails the "open" command
- 3. Through Join Game, join another (or the same) server
- Fixed tabs at top of server browser jittering or going dark inappropriately
- Fixed some audio code that was crashing (uncertain incidence rate)
- Fixed an odd game exiting crash
- Scaled/moved the helmet socket to keep from clipping with the hair.
- Re-copied the sockets to make the agatha vanguard have sidearms visible on him.
- Fixed bug where one would have to repeatedly download the same workshop content if they remained on the same server where it was initially downloaded from
Improvements
- Added more patterns to dlc vanguards
- If the server is set to have a limited vote map list then all votechangemap console commands will also adhere to the limited vote map list
- Disable anims after ragdoll, and disable all skelmesh ticking when physics asleep
- Reduces creepiness, reduces performance hit
Maps - details
- All new maps
- Strings localizable
- Sound pass
- Hud and Scoreboard indication pass
- Collision pass
Drunken Bazaar
- HUD tweaks. Removed some side objectives.(Build a bridge by standing here for 5 seconds.)
- lighting/atmosphere pass on giving drunken bazaar its own character
- moved assets from drunken bazaar map files to art package.
- Created custom mesh for the rivers/waterfalls. Modified the particles around the waterfalls.
- Added grates to the pool you poison so the water is now coming from and going to somewhere.
- Reworked the Library Area. Arranged Book Shelves on two floors, in two clusters per floor, allowing for easier defense.
- Removed a few unnecessary side items
- Improved HUD indication with progress bars
- Various Collision fixes
- Raised path nodes to prevent peasants from spawning under landscape
- HUD overhaul with localization setup
- Removed Drunk shader on Objective complete. It now only impacts players in the water
- Kismet cleanup
- Added in merchants in the stalls.
- Put light sources and brighter lights in stalls.
- A lot of lighting stuff and adding light sources to the palace.
- Reworked foliage in gardens in palace and the grass material therein.
- Put some floors in some houses.
- Fixed normals on desert oasis houses
Castle Assault
- Added torches past the burnable wagons.
- Setup rear spawn area further from the king.
- Replaced King spawn walls with new one.
- Castle Assault art split off to art sublevel.
- Setting filtering on decals.
- Decal filtering, lightmap settings, tweaked fog, added dark landscape layer for under the river so it looks like it's actually under water, set palm trees to dynamic lighting
- made the river unlit, cheaper and looked weird in the spots that were in light
- Put in a skylight
King's Garden
- Split path before King OBJ
- Final King path tweaks.
- got rid of full scene dynamic lighting, adjusted some lightmap resolutions.
- Relit floors one and two of the palace, added in lightsources too.
- Sped up ram animation a bit.
- Covered a minor hole in the landscape (cliff mesh floating a bit).
- Added in bounce lights
- Added in some artwork on the wall in the palace.
- A couple meshes slightly moved/swapped.
Cove
- HUD/Localization setup. Barricades added after ram. Spawn exit improvements. Minor props added for cover/variance at end of push.
- cove art moved to cove_art.
- Changed sky and water. Slight lighting change.
- Modified grass, had to recreate it moving the level to internal repository
- tweaked cathedral lighting. Modified cathedral arched door meshes. Some material swapping in the cathedral so all ceilings now don’t use wall materials. Arted the cannons and gave them a cannon particle.
- Removed toggleable point lights, were causing a slight build crash.
- added sound to door destruction on battering ram into church
- made cove ram wheel's spin faster so they slide less.
- toggle off the fire and dynamic lights after 16 seconds when you burn the libraries.
- Set phys mats on all materials in civ-cove.
- Fixed instances of players falling through the map
Belmez
- Added forward spawn option to skip boat segment.
- Cleaned up the swamp paths, added visual blockers and path dividers.
- Added Cover to the swamp area.
- Replaced Left swamp path with a bridge to vary the area a bit.
- Added a Hut for Cover on the right Path.
- Added Ramp collision to the spawn boats.
- Added a structure + trees to the end of the pushable path to provide cover, and add a flanking option.
- HUD/Scoreboard integration and Localization strings.
- Belmez Switched non gameplay matinee to client side.
- Replaced a few static interp actors with static meshes, swapped all the decalmovableactors for decalactors, changed interpactor sky to static mesh.
- Had to recreate the landscape, original painting intact but foliage layers lost, he water line is now mud instead of there being grass underwater.
- A lot of little optimization things, lighting settings, phys assets, changing dynamic actor types that aren't dynamic to static actor classes.
- Added indication when one puts out a fire
- hefty lighting revamp in the whole of the keep, a lot of the first wall.
- Redid the wall material with vertex paint and object radius scaling so the texels should all be the same size.
- Raised some swamp paths that were a little too sunken.
- Added fill lights in forest around the corpse tree.
- Added destruction particle effects on cart+gate.
- footstep sounds
Cosas: - Agregan 5 mapas Team Objective del último contest Fortification, los optimizaron en diversas cosas. Balance:
- Reduced Messer slash damage from 95 to 90.
- Increased Greatsword slash windup from 0.5 to 0.55
- Increased Greatsword overhead windup from 0.5 to 0.6
- Increased Brandistock slash windup from 0.5 to 0.6
- Increase chase mechanic boost to speed by 10%
El problema de la messer es el windup corto que tiene el overhead, pero bue. Al menos los combos no van a ser tan iz mode y se va a tener que apuntar mejor el overhead. La greatsword va a ser más lenta. Lo del brandi me parece coherente porque los stabs con un toque de práctica son defendibles. Más speed boost para perseguir a los guachitos que se escapan Mixed feelings: - Players can now host their own servers and play with their friends. Start a listen server from the Create Game screen. Admins: - If the server is set to have a limited vote map list then all votechangemap console commands will also adhere to the limited vote map list YESSSS- Fixed bug where one would have to repeatedly download the same workshop content if they remained on the same server where it was initially downloaded from Por fin probar mapas nuevos no va a ser tan un cancer.
Última edición por Ser Alphonse el Vie Sep 26, 2014 7:00 pm, editado 1 vez | |
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fisadev
Clase : Vanguard Mensajes : 449 Edad : 37 Fecha de inscripción : 24/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Sep 26, 2014 6:52 pm | |
| Mi amada greatsword! Jeje. Pero está bien, creo que era demasiado rápida para lo que es. GENIAL lo de los mapas! Y lo de crear server, viene re bien para las lan parties. Aunque me da cosa de que la gente empiece a armar servers y nos desparramemos demasiado. Como dicen en inglés, "spread too thin" :/ | |
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Hadriah Librarian
Clase : Archer Mensajes : 379 Fecha de inscripción : 18/12/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Sep 26, 2014 7:36 pm | |
| Que bueno que agreguen mapas nuevos TO, para colmo, los ganadores del concurso.
+1 a la destrucción de las armas melee. | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Lun Sep 29, 2014 9:32 pm | |
| Beta 2 del parche 30 (http://forums.tornbanner.com/showthread.php/21936-BETA-Chivalry-Medieval-Warfare-Patch-30) Balance Changes
- Messer Slash reverted 90 damage back to 95
- Messer OH windup slowed 0.55 to 0.6
- Messer OH damage increased from 90 to 95
- Messer OH damage type changed to cut from chop
- Greatsword OH windup changed from 0.6 to 0.575
- Broadsword stab windup increased from 0.45 to 0.5
- Warbow dmg from 105 to 90
- Crossbow dmg from 113 to 90
- Light Crossbow dmg from 90 to 70
- Warhammer OH dmg from 80 to 82
- Warhammer stab dmg from 35 to 40
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Hadriah Librarian
Clase : Archer Mensajes : 379 Fecha de inscripción : 18/12/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Lun Sep 29, 2014 10:45 pm | |
| Nerfean la ballesta ligera, la normal y el warbow? GG ARCHERS
Heavy crossbow master race. | |
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Svinfylking
Mensajes : 369 Localización : Sverige Fecha de inscripción : 23/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Lun Sep 29, 2014 10:50 pm | |
| Veamos: Ahora la messer, sigue siendo igual de mortal pero tiene daño cut asi que vamos a ser mas resistentes los vanguards a la hora de remover kebab.
Broad nerfeada. Norse master race!
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Lun Sep 29, 2014 11:08 pm | |
| Messer Original: 85 / 90 / 60 Primer parche: 99->95 / 90 / 60 Parche actual: 95 / 95 / 60
Longsword Original: 75 / 85 / 65 Primer parche: 75 / 82 / 61 Parche actual: " / " / "
;_; | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Oct 02, 2014 5:29 pm | |
| Beta 3: Balance: - Citación :
- - Broadsword OH windup increased from 0.4 to 0.45
- Light crossbow damage increased to 80 from 70 - Crossbow damage reverted to 113 Me re nerfiaron la Broadsword a favor de esa mugre de Norse que es a cierto rango es indefendible y que algunos vivos encima la usan con 90 de ping o kite shield :/ - Citación :
- - Added Message of the Day functionality for dedicated servers
POR FIN! - Citación :
- When dodging in flinch state Man-At-Arm can no longer attack until flinch timer has expired
Esto también está piola. Si le pegás a un MaA no se va a poder escapar milagrosamente y contraatacar un segundo dps (http://gfycat.com/ConcreteAssuredEland). | |
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Hadriah Librarian
Clase : Archer Mensajes : 379 Fecha de inscripción : 18/12/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Oct 03, 2014 10:34 am | |
| RIP Warbow entonces. RIP arcos. Larga vida a las ballestas y jabalinas. | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Oct 09, 2014 6:59 pm | |
| Parche 30 is up: http://forums.tornbanner.com/showthread.php/22036-Chivalry-Medieval-Warfare-Patch-30-(Fortification-Map-Pack) Nuevos mapas Bugfixing, balance and shit Por favor no flasheen poner un mapa nuevo que no conoce nadie son 10 personas en el sv, jaj y algunos se muestran reticentes a explorar. Además algunos son tipo Coldfront y tiran FPS horribles. Cove, por ejemplo, parece un mapa digno de TO para jugar con poca gente. | |
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Svinfylking
Mensajes : 369 Localización : Sverige Fecha de inscripción : 23/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Oct 09, 2014 7:15 pm | |
| - Citación :
- Increased Greatsword slash windup from 0.5 to 0.55
Increased Greatsword overhead windup from 0.5 to 0.575 Increased Brandistock slash windup from 0.5 to 0.6 Increase chase mechanic boost to speed by 10% Messer OH windup slowed 0.55 to 0.6 Messer OH damage increased from 90 to 95 Messer OH damage type changed to cut from chop Broadsword stab windup increased from 0.45 to 0.5 Broadsword OH windup increased from 0.4 to 0.45 Warhammer OH dmg from 80 to 82 Warhammer stab dmg from 35 to 40 Parece que lo hice yo a este parche JAJAJA Que grandes. | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Oct 09, 2014 7:37 pm | |
| Ugh, parece que hay un bug con las primarias del knight (las que no son espadas), que se ven más chicas y tienen menos alcance. Como si antes las tenían en escala 1.2 y ahora fue escala 1.
Bravo Tom Waffles
Edit: Sí, es un bug. Mañana sale hotfix: | |
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fisadev
Clase : Vanguard Mensajes : 449 Edad : 37 Fecha de inscripción : 24/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Oct 10, 2014 9:09 pm | |
| Se fueron al carajo con el daño del crossbow ligero che. Hace casi tanto daño como un warbow, es la ballesta *mas liviana* y a un vanguard le hace tanto daño como una greatsword, no tiene nada de sentido.
Un tipo que hace esa bestialidad de daño, a la velocidad que la hace, y de un lado al otro del mapa. Que no tenga armadura no compensa ni a palos. Antes de que llegue, tiene chances de ponerme 4 greatswords desde lejos, llego y ni siquiera tengo ventaja porque puede parryar todos los golpes... | |
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Svinfylking
Mensajes : 369 Localización : Sverige Fecha de inscripción : 23/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Oct 10, 2014 9:43 pm | |
| Bue, pero solo si es un buen ballestero. Reconozco en nombre de muchos que no es facil encajar un virote de esos | |
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ha21
Mensajes : 2 Fecha de inscripción : 29/09/2014
| Tema: Nueva actualizacion Vie Oct 17, 2014 6:59 pm | |
| Alguien sabe de que trata esta nueva actualización de 457 MB ? | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Vie Oct 17, 2014 7:08 pm | |
| hola HA21, te mershié el thread con este para tenerlo todo esto junto. Hoy sacaron el hotfix para el último parche. Las notas están acá. - Citación :
- Hotfix 1
Fixed the following weapons scaling:
AOCWeaponAttachment_Bearded AOCWeaponAttachment_BroadDagger AOCWeaponAttachment_DoubleAxe AOCWeaponAttachment_Hatchet AOCWeaponAttachment_HolyWaterSprinkler AOCWeaponAttachment_HuntingKnife AOCWeaponAttachment_Maul AOCWeaponAttachment_PickAxe AOCWeaponAttachment_ThrustDagger
Fixed Customized weapon skins being worn without ownership Revamped Foliage in Belmez Fixed Gate collision at second objective in Belmez Added New Polycount contest Helms for Contest participants Fixed a delegate crash if switching from customization screen to a map at the right time Básicamente, arreglaron el bug más importante que era que algunas armas estaban mal escaladas (estaban al 100% y debían estar al 120%, como otras tantas armas), lo que hacía que se sintieran más cortas y blah. | |
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fisadev
Clase : Vanguard Mensajes : 449 Edad : 37 Fecha de inscripción : 24/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Sáb Oct 18, 2014 5:23 pm | |
| Si no les funcionan las customizaciones con este nuevo parche, muy probablemente es porque tengan elegida alguna arma de las que no tenían pagadas (por el bug del parche anterior). Sáquense el arma truchada, y listo, las customizaciones vuelven a funcionar. | |
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Ser Alphonse Pibe Assists [Admin]
Clase : Knight Mensajes : 477 Localización : Saint-André Edad : 69 Fecha de inscripción : 11/11/2013
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Jue Oct 30, 2014 8:36 pm | |
| Parche relámpago por Halloween: http://forums.tornbanner.com/showthread.php/22218-Chivalry-Medieval-Warfare-(Saga-of-the-Crypts)-A-Halloween-Update! | |
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fisadev
Clase : Vanguard Mensajes : 449 Edad : 37 Fecha de inscripción : 24/04/2014
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW Lun Nov 03, 2014 1:46 pm | |
| Hubo una actualización no anunciada después de esta, o estoy loco? Y creo que arreglaron lo de cambiar de clase para curarse en la cripta | |
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Contenido patrocinado
| Tema: Re: [Parches] Actualizaciones del Chivalry: MW | |
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| [Parches] Actualizaciones del Chivalry: MW | |
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