No capes.

[This is just for launch though. More cosmetics may be added later.]


Q: Will Chivalry 2 Beta come to consoles?

A: Yes this is the plan! We don’t know all of the technical limitations or hurdles for this quite yet, but console beta is on our roadmap.


Q: Will it focus on the story more than the last game we really aren’t focusing on the plot than killing players?

A: Yes definitely! There is a lot happening in the world of Chivalry and you will be on the front row to see it happen. Each map also features its own storytelling and environment narrative.


Q: Will the game contain Easter Eggs (weapons, armors, etc…) or secret cosmetics ?

A: There’s some great easter eggs across the departments, be on the lookout for them!


Q: I saw the gif of the fish the other day, what other kinds of “joke weapons” can we expect? In other words can i hit someone with a clothes iron?

A: I won’t spoil all of them but among the most popular internally we have candelabras, ballista bolts and branding irons.


Q: sorry if this has been answered, but how much variety will there be in the classes?

A: The class structure is similar to Chivalry 1 in that there is the four clases: Archer, Vanguard, Footman, and Knight. Each class has specialized weapons, an individual health pool, and we’ve been currently testing different armor values in the alpha. This is something that is subject to change as time goes on.


Q: How do held blocks affect melee play compared to, say, Mordhau?

A: We have talked about this a bit before, but we believe that held block is critical to the scale that we are trying to achieve. It allows players to successfully defend themselves in 1vx situations with a higher success rate. With that said, we’re also looking at other ways to improve 1vx as well. We’ve had great feedback in the alpha so far that’s lead to some interesting discussions and changes.


Q: do the game gonna take more time to develope because of the COVID-19 ?

A: COVID-19 has definitely caused a lot of challenges throughout the gaming industry as a whole. Right now we are focused on doing our absolute best to stay on schedule and stay connected with everyone on the team.


Q: what do you plan to put in place to make it an even playing field in terms of pc players vs console with the crossplay side of things

A: We are still in the middle of lots of console tweaks and testing, but playing Chivalry 2 with a controller feeling surprisingly good! I’ve played it with an Xbox controller. If you’re in the alpha you can already play it with the controller as well on your PC. Definitely send any controllers feedback into the alpha channels if you end up giving it a shot. Like with all things it’ll take balancing, but we plan to provide some aim assist to consoles as well.


Q: Will there be a team hitstop like in Mordhau?

A: Hitting a teammate causes a hitstop


Q: What are the plans for matchmaking/server browser?

A: Right now Chivalry 2 offers a Quick Play option that will automatically fill you into a server that has an open slot for you. We expect that many people will use this option. We also still offer the server browser where you can choose a server from the server list.


Q: Will there be an MAA stick again with a lightning-fast stab?

A:“lightning fast” is something we’re avoiding due to the issues of readability and fairness. We would rather create an experience that is skill based rather than using one move over and over again


Q: Will feints be a large part of a players skill set such as mordhau or will they be a lesser part of combat

A: Feints have their niche in the new system and are definitely still used by experienced players


Q: will there be weapon and armour customizations? Like a vast variety?

A: There will be customization options for both, as for how much you’ll have to wait and see!


Q: How much will game balancing come from the community vs internal decisions?

A: I think that is a conundrum that every game developer faces! The goal is to have a good mix between community opinion and developer intention so that the game feels good and fun to everyone. Ideally good communication between TBS and the community will keep this in a good state. There may be some balance disagreements that come from this, but the overall goal is to keep the game fun and healthy.


Q: How do you plan to teach the mechanics of the game to new players? do they have to learn from playtime or do we get an tutorial?

A: There’s a few ways we’re looking at this. Part of it is through playtime, some through UI indication, as well as through tutorials


Q: Will you be able to break blocks if someone is just holding it? So the game isn’t entirely a stam war

A: Breaking blocks is possible through kicks and a few other techniques currently. You’ll notice that experienced players will find ways around people who simply hold block and attempt to turtle