Difference between revisions of "Medieval Mode"

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(Ye Olde English Chat Parser)
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{{recent addition}}
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{{featured article tag}}<!--
[[File:Medieval mode tf2.png|thumb|right|475px|Promotional for Medieval Gamemode]]
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-->[[File:Medieval Mode tf2.png|right|475px|Promotional art for the Medieval Mode.]]
{{Quotation|'''The Demoman'''|Welcome...to the Dominatening!|sound=Demoman_dominationdemoman04.wav}}
 
'''Medieval Mode''' is a mode added to TF2 during the [[Australian Christmas]] event with the [[December 17, 2010 Patch|December 17, 2010 update]].
 
  
== Gameplay Mechanics ==
+
{{Quotation|'''The Sniper'''|God save the queen!|sound=Sniper_battlecry05.wav}}
  
* Players drop small medkits instead of weapons upon death.
+
'''Medieval Mode''' is a [[List of game modes|game mode]] added to ''Team Fortress 2'' during the {{update link|Australian Christmas}} event with the {{Patch name|12|17|2010}}.
* Using the [[Übersaw]] does not build the Medic's ÜberCharge meter.
 
* Generally, only non-ranged weapons and items or bows may be used.
 
* Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
 
* Third person mode can be enabled without sv_cheats. type in console: '''tf_medieval_thirdperson 1''' to enable it.
 
  
== Allowed Weapons ==
+
The game mode is unique in that it does not allow players to use any [[weapons]] of their choice - it restricts them to a set list of allowed weapons, mainly focusing on [[melee]] weapons as well as other medieval-era weapons. Aside from this restriction, the goal of the game mode is the same as that of an [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] game, in that there are a number of [[control point (objective)|control points]] which the attacking team must capture and the defending team must defend.
* All [[Melee]] weapons.
+
 
* Scout: [[Bonk! Atomic Punch]], [[Crit-a-Cola]], and [[Mad Milk]]
+
== Gameplay mechanics ==
* Soldier: [[Buff Banner]] and [[Battalion's Backup]]
+
* Players drop small [[Health#Health Kits|health kits]] and weapons upon [[death]].
* Demoman: [[Chargin' Targe]]
+
** The {{cl|Scout}}'s {{item link|Candy Cane}} melee weapon drops a secondary health kit in addition to the one dropped normally.
* Heavy: [[Sandvich]], [[Dalokohs Bar]], and [[Buffalo Steak Sandvich]]
+
* Using the {{item link|Übersaw}} does not build the {{cl|Medic}}'s [[ÜberCharge]] meter.
* Medic: [[Crusader's Crossbow]]
+
* Players are restricted to melee weapons, with a set of exceptions based on graphical style and vitality to the class' mechanics.
* Sniper: [[Huntsman]], [[Razorback]], and [[Darwin's Danger Shield]]
+
* [[Cheats#thirdperson|Third-person]] mode can be enabled without use of {{code|[[cheats|sv_cheats]]}} by using the command {{code|tf_medieval_thirdperson 1}}.
* Spy: [[Disguise Kit]], [[Invisibility Watch]], [[Cloak and Dagger]], [[Dead Ringer]], and [[Enthusiast's Timepiece]]
+
** This form of third person is different from others, placing one's crosshair over their shoulder instead of above their head.
* Any taunt kills associated with permitted weapons.
+
 
 +
== {{anchor|weapons}} Allowed weapons ==
 +
{{see also|Category:Medieval weapons}}
 +
* All melee weapons are allowed, but aside from those, players may use the following:
 +
 
 +
{{List of medieval weapons}}
  
 
== Maps ==
 
== Maps ==
The only official map that has Medieval Mode by default is cp_degrootkeep. It can be enabled on any other map with the server variable ''tf_medieval'' set to 1. To add it into any other maps, the entity ''tf_logic_medieval'' can be added.
+
{{main|List of maps}}
 +
 
 +
Medieval Mode is enabled for all maps with a {{code|tf_logic_medieval}} entity and can be enabled for any other map by setting the server variable {{code|tf_medieval}} to {{code|1}}.
 +
 
 +
Community maps are identified with an italic font.
 +
{{Maps table|Medieval}}
  
{| class="wikitable grid"
+
== Strategy ==
! class="header" |
+
{{main|Basic Medieval Mode strategy}}
! class="header" | Map
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{{main|Community Medieval Mode strategy}}
! class="header" | File Name
 
|-
 
| [[File:Degrootkeep.jpg |100px|link=Degroot Keep]]
 
| '''[[Degroot Keep]]'''
 
| cp_degrootkeep
 
|-
 
  
|}
+
== Chat parser ==
 +
[[File:Gette it Onne!.png|thumb|right|200px|Promotional logo for the Medieval Mode.]]
  
==Strategy==
+
When playing on Medieval maps, an "auto-roleplay" [[w:Parsing|parser]] modifies all text chat between players to look like [[w:Ye olde|Ye Olde English]] by randomly applying the following rules.
  
===General===
+
{{Medieval Mode chat parser}}
*By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.
 
  
===Scout===
+
=== Notes ===
 +
* Server operators can disable this behavior by setting the server variable {{code|tf_medieval_autorp}} to {{code|0}}.
 +
* Text beginning with {{code|!}} or {{code|/}} is ignored to avoid modifying [[SourceMod]] commands.
 +
* The rules for chat modification are defined in the <code>[[Media:Autorp.txt|autorp.txt]]</code> file.
 +
* Unlike most of the text in ''Team Fortress 2'', the chat parser has not been translated into languages other than English.
  
*Throw [[Mad Milk]] when you see a large gathering of players fighting melee.
+
== Update history ==
*Because you can only use melee attacks, using [[Crit-a-Cola]] is very risky.
+
{{Update history|
*The [[Sandman]]'s ball gives the Scout a ranged attack, albeit a very weak one.
+
'''{{Patch name|12|17|2010}}''' ({{update link|Australian Christmas}})
*Without the presence of [[Sentry Gun]]s, [[Bonk! Atomic Punch]] is limited to distractions and escapes.
+
* Added Medieval Mode to the game.
*Without explosives, you can use the [[Candy Cane]] without as much risk of explosive damage, but beware Ullapool Caber Demomen.
 
*The [[Special Delivery]] set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel).
 
  
===Soldier===
+
'''{{Patch name|12|22|2010}}'''
*The [[Buff Banner]] and [[Battalion's Backup]] can be useful in the absence of Übercharges.
+
* Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified).
*The [[Shovel]] and the [[Pain Train]] are poor melee choices due to the Soldier's slow speed. The [[Equalizer]] should be taken instead.
 
*Due to melee attacks registering as bullet damage the Pain Train is currently not a good choice.
 
  
===Pyro===
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'''{{Patch name|2|14|2011}}'''
 +
* {{undocumented}} Fixed players getting set bonuses applied on Medieval maps for items that are not allowed in Medieval mode. This is presumably a side-effect of the item_whitelist set bonus fix.
  
*Due to the lack of buildings and fire, the [[Homewrecker]] and [[Axtinguisher]] are poor choices for Medieval Mode.
+
'''{{Patch name|5|25|2011}}'''
*The [[Powerjack]] and the [[Back Scratcher]]'s higher damage can really come in handy. When using the Powerjack, if you also have the [[Attendant]] and [[Degreaser]] equipped, your speed becomes higher than a Medic's. Since melee weapons register as "bullet" damages, you will be more vulnerable to attacks.
+
* Added Concheror and Fishcake to the list of weapons allowed in Medieval mode.
*The [[Back Scratcher]] is ideal for Medieval Mode, as there are no Mediguns and everyone drops [[Health|medkits]] upon death.
 
  
===Demoman===
+
'''{{Patch name|6|27|2011}}'''
 +
* Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode.
  
*The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
+
'''{{Patch name|11|7|2011}}'''
*Due to the [[Stickybomb Launcher]] being unavailable, use of the [[Chargin' Targe]] is highly recommended.
+
* {{undocumented}} Added Bootlegger to the whitelist for Medieval mode.
*The [[Eyelander]]'s ability of collecting heads, as well as its larger range, can prove to be greatly useful.
 
*The [[Scotsman's Skullcutter]] in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
 
*The [[Ullapool Caber]] is the only weapon capable of causing explosive damage (barring the Soldier's [[Kamikaze]] taunt) and can be used for a 'Caber Toss' in place of sticky jumps though at a great health penalty.
 
*The [[Claidheamohmor]] makes the Demoman more effective at charging in exchange for a lack of the Eyelander's power gain.
 
  
===Heavy===
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'''{{Patch name|3|22|2012}}'''
 +
* Updated Cozy Camper to allow it to be used in Medieval Mode.
  
*The [[Buffalo Steak Sandvich]] can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
+
'''{{Patch name|8|3|2012}}'''
*The [[Killing Gloves of Boxing]] can guarantee Crits for 5 seconds after a kill with them.
+
* Flying Guillotine is now available in Medieval mode.
*Use of the [[Gloves of Running Urgently]] is not a good idea, as Medics can't heal you with their Mediguns, as well as the lower damage.
 
*Use of the [[Fists of Steel]] is not recommended for Medieval Mode due to their effect of boosting the Heavy's vulnerability to melee weapons, which are widely used in this mode.
 
  
===Engineer===
+
'''{{Patch name|1|16|2013}}'''
*Without the ability to construct the [[Jag]] is not recommended.
+
* Added Robo-Sandvich, Festive Sandvich, Festive Buff Banner, and Festive Huntsman to the list of items allowed in Medieval mode.
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of Pyros.
 
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
 
  
===Medic===
+
'''{{Patch name|1|9|2014}}'''
*The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
+
* Fixed not being able to use Festive Crusader's Crossbow in Medieval mode.
*Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon and one of only three with any need for ammo.
 
*Due to the inability to Übercharge or Kritz-Charge, use of the [[Vita-Saw]] or [[Übersaw]] is not recommended.
 
**You can still use the [[Spinal Tap]] taunt kill while equipped with the [[Übersaw]], however, at the cost of 20% slower firing speed.
 
*If you manage to have the Amputator, use it over Bonesaw, as it is currently a straight upgrade.
 
  
===Sniper===
+
'''{{Patch name|4|1|2014}}
*When on the [[BLU]] team on [[Degroot Keep]], once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
+
* Gunboats are now available in Medieval mode.
*When on the [[RED]] team on [[Degroot Keep]], once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
 
*Remember that arrows can pass through the holes in the gates and the tower window slits.
 
*Snipers that focus on using [[Huntsman]] should use [[Razorback]] to prevent backstabs by Spies. Snipers that use the bow as merely a ranged weapons (and willing to get into melee range) should consider equipping the [[Darwin's Danger Shield]].
 
*The [[Bushwacka]] is only useful when teamed up with a [[Buff Banner]] Soldier.
 
*Unlike typical modes, not using the full charge is a good idea, especially at enclosed cap points or choke points.
 
**Example being the area between the gate and CP-C in [[Degroot Keep]]. The long narrow area
 
  
===Spy===
+
'''{{Patch name|4|25|2016}} #2'''
*Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
+
* Updated the Quickplay category for Alternative game modes to include Medieval maps.
*Without the presence of the [[Flamethrower]], Spies are harder to find. Classes with [[bleeding]] effect weapons can be substitute spycheckers.
+
}}
*The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
 
*Ammo placements are unlikely to be used by anyone esle besides Snipers and Medics so make use of them to refill the Invisibility Watch charge.
 
*Due to the lack of ammo placements and the small size of maps the [[Cloak and Dagger]] is the more favorable Invisibility Watch.
 
  
== Ye Olde English Chat Parser ==
+
== Bugs ==
[[Image:Gette it Onne!.png|thumb|right|200px|Promotional Logo For the Medieval Gamemode]]
+
* If one forces a map change from Medieval Mode with the "<code>map <mapname></code>" [[List of useful console commands#Miscellaneous commands|console command]], players remain in Medieval Mode after the map changes even if the new map does not have Medieval Mode on by default.
  
When playing on Medieval maps, a {{w|Parsing|parser}} modifies all text chat between players to look like [[wikipedia:Ye Olde|Ye Olde English]] by applying rules found within [[File:Autorp.txt|autorp.txt]] ([http://wiki.tf2.com/w/images/7/7d/Autorp.txt direct link]).
+
== Trivia ==
 +
* In [https://www.teamfortress.com/australianchristmas/ the release page], the presence of ''Team Fortress 2'' characters in a medieval setting is explained by stating the {{cl|Soldier}} "[Simply] angered a magician." This is a play on the familiar trope [https://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt "A wizard did it"], which is commonly used by authors to wave away any plot holes found by their most detail oriented fans.
 +
** It was later revealed in the {{update link|Very Scary Halloween Special}} that the magician in question is [[Merasmus|Merasmus the Magician]], the [[RED]] Soldier's roommate.
  
==Trivia==
+
{{Australian Christmas Nav}}
*The "Ye Olde English" is also known as the Shakespearian language.
+
{{Maps Nav}}
{{AustralianChristmasNav}}
 
  
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Latest revision as of 22:38, 11 September 2024

Promotional art for the Medieval Mode.
God save the queen!
The Sniper

Medieval Mode is a game mode added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 Patch.

The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons as well as other medieval-era weapons. Aside from this restriction, the goal of the game mode is the same as that of an Attack/Defend Control Point game, in that there are a number of control points which the attacking team must capture and the defending team must defend.

Gameplay mechanics

  • Players drop small health kits and weapons upon death.
    • The Scout's Candy Cane melee weapon drops a secondary health kit in addition to the one dropped normally.
  • Using the Ubersaw does not build the Medic's ÜberCharge meter.
  • Players are restricted to melee weapons, with a set of exceptions based on graphical style and vitality to the class' mechanics.
  • Third-person mode can be enabled without use of sv_cheats by using the command tf_medieval_thirdperson 1.
    • This form of third person is different from others, placing one's crosshair over their shoulder instead of above their head.

Allowed weapons

See also: Category:Medieval weapons
  • All melee weapons are allowed, but aside from those, players may use the following:
Medieval weapons whitelist
Secondary Bonk! Atomic Punch Crit-a-Cola Mad Milk Flying Guillotine Mutated Milk
Bonk! Atomic Punch Crit-a-Cola Mad Milk Flying Guillotine Mutated Milk
Secondary Buff Banner Gunboats Battalion's Backup Concheror Mantreads B.A.S.E. Jumper
Buff Banner Gunboats Battalion's Backup Concheror Mantreads B.A.S.E. Jumper
Primary Ali Baba's Wee Booties Bootlegger B.A.S.E. Jumper
Ali Baba's Wee Booties Bootlegger B.A.S.E. Jumper
Secondary Chargin' Targe Splendid Screen Tide Turner
Chargin' Targe Splendid Screen Tide Turner
Secondary Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Robo-Sandvich Second Banana
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Robo-Sandvich Second Banana
Primary Crusader's Crossbow
Crusader's Crossbow
Primary Huntsman Fortified Compound
Huntsman Fortified Compound
Secondary Razorback Darwin's Danger Shield Cozy Camper
Razorback Darwin's Danger Shield Cozy Camper
PDA Disguise Kit
Disguise Kit
PDA 2 Invis Watch Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt
Invis Watch Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt
Note

Includes Festive variants.

Maps

Main article: List of maps

Medieval Mode is enabled for all maps with a tf_logic_medieval entity and can be enabled for any other map by setting the server variable tf_medieval to 1.

Community maps are identified with an italic font.

Name Picture File name
Burghausen Cp burghausen.png cp_burghausen
DeGroot Keep Degroot Keep Castle.png cp_degrootkeep
Sandcastle Cp degrootkeep rats.png cp_degrootkeep_rats

Strategy

Main article: Basic Medieval Mode strategy
Main article: Community Medieval Mode strategy

Chat parser

Promotional logo for the Medieval Mode.

When playing on Medieval maps, an "auto-roleplay" parser modifies all text chat between players to look like Ye Olde English by randomly applying the following rules.

Word replacement

For a full listing of all word replacements, see this file.
Pictogram comment.png Note: this chat filter is only applied to English words and does not work with other languages.
Original text Replacement
it is
it's
tis
it was 'twas
it would 'twould
it will 'twill
it were 'twere
shall not
will not
shan't
over there yonder
in the i' the
thank you many good thanks to you
thankee
kindly thanks to you
grammercy to you
you
u
thou
thee
ye
are art
lol lolleth
lollery
killed
beaten
slain
vanquished
brung low
conquered
fleeced
humbled
subjugated
bested
foiled
goodbye
bye
seeya
goodnight
farewell
fare thee well
good morrow
by your leave
godspeed
begone
good day
good day, sirrah
good day, sire
good day, master
adieu
cheerio
pleasant journey
I bid thee good day
I bid thee farewell
yes aye
yea
yea verily
no nay
nayeth
hello
hi
good day
well met
well meteth
tally ho
ave
does doeseth
dost
doth
kill
gank
slay
vanquish
bring low
conquer
fleece
humble
subjugate
best
foil
your thy
thine
thyne
my mine
in within
flag pennant
banner
colors
heraldry
Original text Replacement
walking a-walkin'
bet warrant
the ye
joke jest
jape
balls
groin
leathers
beans
poundables
nethers
nadchakles
buis
fellahs
coin purse
afk away, fighting kobolds
away, fruity knights
aft, frisking knickers
abaft, flailing knouts
map chart
please I pray you
prithee
pray
ok as you will
agreed
well said
just so
is be
never ne'er
haha
hehe
heh
hah
guffaw!
cackle!
oh, 'tis to laugh!
zounds!
chuckle!
snigger!
snort!
snicker!
cachinnate!
titter!
and there was much tittering!
and there was much guffawing!
and there was much chuckling!
and there was much snorting!
and there was much snickering!
and there was much mirth!
assist aid
aideth
saveth
assistance
succor
could couldst
would wouldst
sure shore
maybe mayhaps
perchance
girl
woman
madame
waif
mistress
lass
lady
goodwife
maid
maiden
later anon
often oft
really indeed
in truth
those yon
here hither
enough enow
child poppet
why wherefore
away aroint
being bein'
of o'
fucker swiver
shit nightsoil

Punctuation

Original text Replacement
! , verily!
, verily I say!
, verily I sayeth!
, I say!
, I sayeth!
! Huzzah!
! Hear Hear!
! What-ho!
! Ho!
! Fie!
, indeed!
Original text Replacement
? , I say?
, I wonder?
, wonder I?
, what say thee?
, what sayeth thee?
, what say thou?
, what sayeth thou?
, I ponder?
, I pondereth?
, pray tell?
, ho?
, do tell?

Insults

Original text Replacement
idiot <adjective>, <adjective> <noun>
fool
bastard

Classes

Original text Replacement
Demoman swordsman
scotsman
drunkard
swordmaster
blademaster
knight
paladin
blades for hire
Engineer
craftsman
smith
smithy
blacksmith
artisan
machinist
ironsmith
metalworker
golem-maker
golemist
Heavy bouncer
boxer
brawler
bruiser
Medic priest
cleric
healer
nursemaid
bonesetter
butcher
medicine man
witchdoctor
leech
apothecary
wizard
Original text Replacement
Pyro pyromaniac
maniac
flamewielder
firebrand
fire mage
fire magus
masked salamander
Scout lookout
outrider
spotter
explorer
patroller
runner
advance guard
Soldier
champion
mercenary
shovelman
warrior
Sniper hunter
ranger
woodsman
beastmaster
australian
archer
bowman
arrowman
fletcher
Spy cutpurse
pickpocket
vagabond
blackguard
hooligan
pilferer
backstabber
thief
haunt
rogue

Added to beginning of chat messages

  • Forsooth,
  • I say,
  • I sayeth,
  • Forsooth, I say,
  • Forsooth, say I,
  • Forsooth, sayeth I,
  • Hark!
  • Harketh!
  • By <god>,
  • By the Will of <god adjective> <god>,
  • By the <body part adjective> <body part> of the <god adjective> <god>,
  • By <god adjective> <god>'s <body part adjective> <body part>,
  • Avast,
  • Zounds,
  • Perchance,
  • Pray tell,
  • Prithee,
  • What hey,
  • What ho,
  • Pray,
  • Surely
  • Pray pardon,
  • Alas,
  • In short,
  • My Lord,
  • My Lady,
  • By my faith,
  • If it pleases you,
  • I pray you,
  • In truth,
  • By my trowth,
  • In sooth,
  • By my word,
  • S'wounds,
  • Z'wounds,
  • <god>'s wounds,
  • <god>'s <body part>,
  • Heigh-ho,
  • Ah,
  • Quoth I,
  • Listen,
  • Listen thee,
  • Hear me,
  • Now hear me,
  • I warrant
  • Come,
  • Kind sire,
  • Sire,
  • There is much in what you say, and yet,

Added to end of chat messages

  • Anon!
  • Hum.
  • Good sir!
  • Good sire!
  • Milady!
  • My Liege!
  • Guvnor!

Notes

  • Server operators can disable this behavior by setting the server variable tf_medieval_autorp to 0.
  • Text beginning with ! or / is ignored to avoid modifying SourceMod commands.
  • The rules for chat modification are defined in the autorp.txt file.
  • Unlike most of the text in Team Fortress 2, the chat parser has not been translated into languages other than English.

Update history

December 17, 2010 Patch (Australian Christmas)
  • Added Medieval Mode to the game.

December 22, 2010 Patch

  • Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified).

February 14, 2011 Patch

  • [Undocumented] Fixed players getting set bonuses applied on Medieval maps for items that are not allowed in Medieval mode. This is presumably a side-effect of the item_whitelist set bonus fix.

May 25, 2011 Patch

  • Added Concheror and Fishcake to the list of weapons allowed in Medieval mode.

June 27, 2011 Patch

  • Added Splendid Screen, Ali Baba's Wee Booties, and Mantreads to the whitelist for Medieval mode.

November 7, 2011 Patch

  • [Undocumented] Added Bootlegger to the whitelist for Medieval mode.

March 22, 2012 Patch

  • Updated Cozy Camper to allow it to be used in Medieval Mode.

August 3, 2012 Patch

  • Flying Guillotine is now available in Medieval mode.

January 16, 2013 Patch

  • Added Robo-Sandvich, Festive Sandvich, Festive Buff Banner, and Festive Huntsman to the list of items allowed in Medieval mode.

January 9, 2014 Patch

  • Fixed not being able to use Festive Crusader's Crossbow in Medieval mode.

April 1, 2014 Patch

  • Gunboats are now available in Medieval mode.

April 25, 2016 Patch #2

  • Updated the Quickplay category for Alternative game modes to include Medieval maps.

Bugs

  • If one forces a map change from Medieval Mode with the "map <mapname>" console command, players remain in Medieval Mode after the map changes even if the new map does not have Medieval Mode on by default.

Trivia