Feb 1st, 2021
Q: Hey devs. The Lore trailer is absolutely sick, and I was wondering how someone would go about creating such content. The combined style of artwork and animation is really cool and it’s something I want to try out myself. Any insight is appreciated.
A: The lore trailer is painted 2d digital art (individual scenes painted in photoshop) which is then projected onto 3d animated scenes (made in blender or other anim software) that feature our game models. All of that plus a ton of artistic talent is all that’s needed!
Q: Is it safe to assume that there will be a good amount of customization; maybe emotes aswell?
A: Chivalry 2 will have varied and cool customization. Chivalry 2 will also introduce new personalities with the same graphic and funny voice acting you have come to expect in a Torn Banner game.
Q: Has anything regarding smaller modes like 5v5, duels etc been talked about? In both Chiv 1 and Mordhau the Duel / Skirmish / TO / Competitive communities were/are a large and key part of the playerbase.
A: This is something we have talked about internally and experimented with. We are aware of the value of those modes, so we are definitely not ignoring them.
Q: Will there be a test server post launch to help get feedback on new weapons, maps, and changes to the game?
A: There may or may not be something like that now :chivsmug:
Q: is there buldings in chiv 2? like spikes and barricades?
A: Yes, certain subclasses can set up barricades that will block anyone until destroyed. Work with teammates to create little fortifications!
Q: what’s the dumbest weapon you guys have added
A: Well there is the carryable fish, chicken, wagon wheel…none of which are dumb weapons, they are all deadly
Q: my only question is: release date ps5?
A: Same as the release date for PC and other platforms!
Q: There will be dlcs in the future for chiv2 like Deadliest Warrior for example?
what kind of new content ere you planning post release ? ere you gonging for a seasons style formed ?
A: We have a lot planned and can’t wait to show you more of it! We 100% want to keep the momentum up after release
Q: Is Lionspire Castle one of the biggest castles in the game or will there be maps with even bigger castles?
A: There is already bigger, and the future may hold even bigger ones. We will stop building bigger castles only when the game engine breaks.
Q: Question: Is the Combat near completion, is any other major factors still being implemented? Thanks for communicating with the community!
A: The overall combat is complete at this point and we are now fine tuning elements until we dial in on what feels best! We will continue to monitor and tune after release as well so it’s something we’re very much committed to!
Q: Is there an Assassin class or something like that planed? Like High mobility but low health… something with daggers would be cool
A: There is a ranged subclass that uses daggers and throwing knives. Some of us love to play it and are very anno… good at it!
Q: what is the none sword combat like (like throwables and bows)
A: We have put a lot of effort into making ranged combat just as deadly and fun as melee combat.
Q: Are there any plans on exploring the “realistic mage” or medieval scientist archtype. Fire pots, plague pots, healing and ect.
A: We currently have fire pots in the game. We have other kind of pots in testing (and some still growing), but they won’t make it for release, only later.
Q: How does the team currently feel about and how is the feed back about the scale of the map/campaigns in relation to the players and max player count.
A: According to our playtests and alphas the maps play very well whatever the player count is. Of course this is no accident, we iterated a lot on them so that it would be possible.
Q: Will the emotes and other wheel action selection be faster at launch? Everything was too slow to use on console unfortunately :confused:
A: I have personally fixed several bugs that impeded the speed and ease of using the emote wheel on controllers. It is an ongoing process as we refine all of the controls that need to fit on a controller but it is something we want to feel easy to use
Q: Hi Devs, thank you for this opportunity! What are your plans, if any, to work with Twitch Streamers (small, medium and large) and other content creators? Looking forward to seeing what Chiv 2 has to offer!
A: I’ll [This is Jen, the community manager] be leading this charge in regards to involving content creators big and small in Chivalry 2. If you’re a content creator and you’d like to be involved I invite you to DM me [@Jen(CM) in the Chivalry II Discord] anytime. I have a list of things I’d like to do but I’m still setting up a final action plan for this that will likely kick in when we hit beta. :chivup:
Q: Will you tell us a secret?
A: We know how to pronounce trebuchet.
Q: how are u going to nerf archerers especially the good ones like myself?
A: This is a multi pronged approach. We love to hate on archers but they are a big part of the experience and a lot of fun to play as. We’re balancing them so they’re fun to use and not as bad to play against. This is done in a few ways that we’re iterating on but I won’t be talking about specifics today
Q: Can you launch characters (dead or alive) in the catapults?
A: Alive yes! Dead, I honestly don’t know. Now I will have to try it out next playtest. :chivohyes: I assume it would work though!
Q: How good is the chat filter gonna be in the game so I don’t get called gamer words every 4 seconds
A: I’m [Jen the Community Manager] in charge of buffing out the chat filter so if you have any specific word concerns feel free to reach out [@Jen(CM) in the Chivalry II Discord]. I’ve been involving members of the community who speak other languages as well to make sure we cover as much as possible to keep things reasonably clean.
Q: Is just throwing every fallen weapon in the battlefield a viable strategy?
A: If you play it smart, then yes! Thrown weapons can be blocked though, so this would work best if you stay out of the main fight and pick off weakened enemies who have their hand full.
Q: Okayy then to bounce off of that is there going to be a server-side filter in the game?
A: Indeed there is!
Q: How much time did you guys invest in making the death screams from various scenarios?
A: As fast as Buckley can kill people in his recording booth.
Buckley: nonono, i have to keep them alive as LONG as I can to get enough takes
Q: Could we get more details on the ‘subclasses’ of knight archer man at arms and Vanguard?
A: There are 12 subclasses in total. Each caters to unique playstyles, and many are there to encourage players to fulfill certain roles on the battlefield in order to provide a more exciting, holistic playing experience for everyone playing at once. We’ll provide more info on specific ones as we move towards Beta and launch this year.
Q: how do you guys like UE4 compared to 3? What new tech have you decided to use?
A: From a LD point of view, UE4 is a blessing. The blueprint system allows us to prototype and set up features very fast and to make maps playable very easily. Everything we have done so far would have taken forever to do in UE3 and most of it would actually have not been doable at all.
Q: Are there going to be only some graphics settings or a horde of settings for graphics lover like me?
A: We will have the usual graphic and audio settings and we will have general settings where you can set many settings to medium or high or ultra with just one click, but you will also be able to customize all of the settings yourself… if you don’t trust our groupings (we won’t be too mad, just disappointed).
Q: Finally, I am stuck in a blizzard right now. Will there be weather effects that bring unique issues into the fighting?
A: Not for launch but this is something we would love to do after launch provided we have the time. No promise!