Torn Banner Chivalry 2 Discord Q&As
Question: How many weapons are planned for launch?
Answer: Lots is a good number
Question: Can we pick up fallen foe’s weapons/ shields?
Answer : Totally. But you may want to wash your hands after.
Question: Aside from dropkicks, what other funny/exciting moves can players pull off?
Answer: We’ve seen some pretty fun things in playtests, and there’s lots of opportunity for situational humour. Dropkicks are just one small addition, there is a large amount of new exciting combat moves that we’ll reveal in the future! Looking forward to people getting their hands on it and finding the funny/exciting things for themselves!
Question: Are the maps in Chiv 2 dynamic? For example can walls be destroyed by catapults?
Answer: There is a certain degree of dynamic in each map, but not of that scope for now. But we are definitely looking into optimized options to have more of those fun systems implemented. :heart:
Question: Should we expect a system based on classes (knight, vanguard, …) that would be pretty much the same as the one used in Chivalry 1 ?
Answer: Chivalry 2 will feature a four-class system: Knight, Vanguard, Footman and Archer. We find the four class system works well to support a variety of playstyles. These roles will have slight variations from the counterparts in Chivalry 1 however. We are hoping to have more unique roles for the classes this time around, but more on that later!
Question: is there going to be a system implemented like in chivalry one that limits the player for choosing a certain class with set weapons/armour or will the customization be individual with Armor and weapon choices like Mordhau ?
Answer: On the class selection screen, each class can choose what weapon they want to wield among a predefined list. Armors are cosmetic and can be changed outside of games in your armory.
Question: Will there be player-controlled characters like the king at the end of some maps / every map? (And will there be other non-king player controlled characters?)
Answer: Absolutely, putting players into important dynamic roles is part of the core of our approach with team objective maps!
Q: how final are the animations?
A: Pre-alpha , we are focusing on getting them in better shape so we can show off more of the game. The game feel is there and very smooth during playtests but many of the visual blends between different possible gameplay states (there are a lot this time around!) are what make the animations look snappy or poppy at times currently
Q: Since trades decreases 1vx potential , ill trades be in the game? If so will trades only work for ripostes attacks or all kind of attacks? (Really hope for ripostes only like mordhau)
A: There will not be hit trades on basic attacks in Chiv2, the enhanced moveset makes this more complicated to answer, but as you say, not having trades dramatically reduces 1vmany potential, so with the whole of the new combat system considered, we moved away from them.
Q: Why after 20 years have the masons failed to destroy the remnants of a lost crusade?
A: This is your assumption
Question: can we sit? i mean, on the floor
Answer: You can sit on the floor and on certain… thrones. Sitting is the most major new addition to Chivalry 2. When you sit it will change the way you see the game. Because you’ll be a bit closer to the ground. You can notably admire our new grass system from up-close while waiting to get decapitated.
Q: how important is 1vX potential (i.e., the realistic ability to kill multiple people who aren’t bad at the game) to you when developing and balancing the combat?
A: It is essential because fighting multiple opponents at the same time is a core part of the fantasy of being a master swordsman or medieval hero. Finding a way to overcome the odds and emerge victorious is the core of the game
Question: Is the team experimenting with destructible objects/environments? Will each level have battles in different weather/time of day? How much can the players change the battlefield over the course of the round? (i.e in chiv burning the wheat fields)
Answer: We want our maps to feel alive and give players the possibility to have an impact on them. Nothing feels better than creating chaos and admiring your work. For that purpose we have already many options to offer players and we are planning to add many more in the future.
Question: Will peasant hats earned in Chiv 1 be carried over?
Answer: It’s possible we may recreate some cosmetics from Chiv 1 into Chiv 2 but at the moment they won’t be carried over. It’ll give you something to work towards again in Chiv 2. :slight_smile:
Q: Do you plan to give us “No Archers TO” servers like in Chiv1?
A: There will be a variety of official server options and customizable settings for community servers as well. We are happy to provide the server options that see reasonable player support.
Q: Will the maps include NPCs like last games peasants and royal families
A: You bet! Players won’t be the only ones roaming or cackling around.
Q: If the 4 classes are meant to be distinct from one another, but you say that you can pick up weapons from dead players, how have you planned to make sure someone doesn’t just hoard a bunch of OP weapons that they wouldn’t be able to spawn with normally? Or is that not an issue you think will be problematic?
A: Players’ inventories are limited. You can only hold one primary weapon, one secondary, etc. so you can’t horde weapons. There are also differences between classes beyond just their loadout, and these won’t change when you pick up a new weapon, so the pickups may be less useful for you than they were for their original owner.
Q: Will all classes be able to ride horses or just some of them?
A: Anybody can ride a horse.
Q: How many different map styles are there? Bright and sunny like [D]runken Bazaar, cloudy like in the GIFs, etc.
A: We will have as much variety as we want. Without spoiling we currently have some maps that have a set weather/time of the day that impacts the gameplay.
Q: Flaming deaths and gore? I don’t remember if you guys commented on fire or oil pots making a return, but it would be cool if characters got different death anims depending on how they die.
A: We will have different ways to die outside of simple combat, with their own death animations mixed with some good ol’ ragdoll to make it even more fun.
Q: are tiered helmets returning?
Q: will there be cosmetics that melee gods can earn to showcase their skill level?
A: We definitely want player customization to be able to reflect their experience, while not limiting the options for unique customization. There will be a wide range of customization that will reflect your skill and accomplishment playing the game.
Q: Is there gonna be proper lore?
A: Yes, for players interested in it. We’ve tried to really flush out the story-based conflict in Chivalry 2 and players can expect an exciting continuation of the story of Chivalry 1, set 20 years after the civil war. It’s important to the core experience that you feel like part of an army with an agenda and are in the middle of a war being waged between sides. In terms of fun stuff, there will be a proper video to explain the story setup, and lots more stuff too. If you don’t care about lore that’s also fine.
Q: How do horses affect the map design compared to Chivalry 1? (Do all maps have horses?)
A: Horse riding and mounted combat are a great new addition and we want to make them feel great to play. For that we are making sure that the maps that have cavalry are easy to navigate on horseback while still giving to on-foot players ways to deal with enemy horses.
[Editor’s note: I think the implication here is that not all maps have cavalry.]
Q: Will we see the same weapons return to Chivalry 2 or are we looking forward to a new array of tools of death?
A: We covered many of the most common weapon types in Chivalry 1, however what will really set things apart in Chivalry 2 is that we have more weapon-specific animation sets to make the differences between the weapons feel more substantial and interesting.
Q: I believe the new combat mechanics/moves are ways of skill expression ment to be good options in high skill play. How will you guys prevent them from becomming cheesy options that might get spammed as e.g. openers? will we see cooldowns or other restrictions?
A: The new combat moves are integrated into the freeform comboing system in ways that provide tradeoffs for players with every option. While their may be some spam protection (Stamina cost, can’t combo from same move into same move etc.) for the most part the moves themselves are better or worse to use in different scenarios which prevents them from being cheesed.
Q: How different will be the marketing be from Mirage? Videos, ads. I want the real life videos “chivalry or death” back!
A: Significantly different marketing to Mirage, though that’s a big question that can’t be given full attention in this context. Safe to say that we learned a lot of lessons (both marketing, product and design wise) with Mirage and it’s made our approach to communicating what Chivalry 2 is, all the better. Obviously we are in a quieter period now where our goal is to dripfeed quality community content and save some key information / material for later. Expect marketing pushes to get much more interesting in 2020.
Q: What’s the design philosophy behind objectives this time around? Are you going for highly competitive like Mirage or cinematic like Chiv?
A: We are aiming to capture the iconic, movie-inspired medieval warfare experience, so definitely leaning much closer to Chivalry 1 than Mirage, and trying to push the objectives even further. We have a wide range of objectives, many even unique to maps, that aim to capture the feeling of being in a medieval war theater. So you can expect to have epic and visually impressive moments during your progression in a map.
Q: Will there be a dodge ability?
A: There will be a variety of movement options that weren’t possible in the first game. We’ll share more info in the future.
Q: will faces be customizable?
A: Yes, we have a bunch of premade faces but you can also customize them with scars, eye color, facial hair, tattoos, facepaint and dirt.
Q: Torn Banner Team, would it be outside the realm of possibility for there to be like, holiday themed maps for chiv 2? Some games just add themed decorations to existing maps, some games create a temporary game mode, I’m just wondering in general about seasonal events, and the possibility of maps changing season. Thanks.
A: Having temporary events that follow real-world ones is something that we want to do. But I cannot tell you to what extent yet.
Q: Can I use the flag as a weapon in non team-modes? I always wanted to use the flag on knight in Chiv outside of TO or on gamemodes/maps that didnt use the flag.
A: Flags, like many other objects, can be picked-up and thrown at your opponents. Perfect to humiliate your pesky nemesis.
Q: A couple Torn Bannermen have stated that they’ve been wanting to make Chiv 2 for a long time, even during Chiv 1’s development. Are there any ideas or aspects of Chiv 2 that were thought up in this era, and that just couldn’t be realized in Chiv 1? More specifically, was there any thought of how the lore might extend into a sequel?
A: I [playerhayter] started at TBS a bit after Chivalry 1 came out so I can’t speak specifically to discussions that happened then. But everything we’re doing in Chivalry 2 has been in our heads for a long time. There was of course discussion about making the sequel after the first title (but as explained extensively elsewhere, we wanted to do a sequel “right” and felt that a back-to-back sequel would have resulted in a weaker game and we wanted more experience). It’s probably best to think of Chivalry 2 as being the game we wanted to make in the first place if we had the collective studio experience to do it far better (as fun as it was). In regards to the lore, we definitely spent a while in those years after Chiv 1 discussing what might have happened after the events of that game. We wanted the story to be a bit easier to understand and connect to, i.e. with relatable surface simplicity and then even more depth and plot intrigue below the surface. I don’t want to say much more though because it will be fun for people to discover the story.
Q: Hey Devs, I have a two part question. Firstly, when you consider Mordhau, do you see it as not so much a competitor but more of an ecouraging litmus test for you to gauge the size of the player base and various issues you could expect for Chiv 2? And Secondly, how have you chosen to approach these issues, given the rebooted popularity in the genre, when it comes to issues such as server stability, and community toxicity etc?
A: With Mordhau and medieval games in general, we honestly think it’s great that the genre has so much more life in it today than in did when the first game was released back in 2012. What was once niche - especially on the multiplayer side - has become considerably more accepted as a fun core part of the games market. We’ve certainly played Mordhau and of course pay attention to any issues we perceive happening there on a regular basis, because the lessons learned there are often applicable to us too.
Q: There has been speculation that parries can be held indefinitely, making virtually every weapon able to be used in a shield-like fashion. I believe this is based on what people have seen in the seventh released gif. Is this true?
A: We aren’t able to talk in much detail about any individual aspect of the combat system at the moment. Stay tuned for more in-depth information about how the new combat system works as a whole in the future. There are certainly changes to be expected with parries and new things that are possible with them.
Q: Can Chivalry 2 run on Windows 7 or is that more of an EGS thing?
A: We presently support Windows 7 but since Microsoft’s ending support for it in January we may not be able to commit to shipping with it. Official minimum requirements are yet to come!
Q: Are there animals/creatures besides horses we can expect to see in the game?
A: Yes, other animals aside from horses appear in the game. You’ve already seen the chickens. You’ll be able to interact with some animals in hilarious ways. There might be more animals too but you’ll have to stay tuned.
Q: Can we carry chickens and use them as decoys?
A: You can do many things with our chickens. Decoy is not one, but if you are creative enough maybe you can make it work!
Q: Will Chiv 2 have a much more enhanced Team Objective like we’ve seen in Chiv 1? Any major differences and/or improvements?
A: Chiv II team objective maps are bigger and richer than the Chiv I ones, so you can expect more objectives per map and more variety among them. Also when it comes to team objectives we leave only our imagination (and code) be our limit.
Q: will weapons have skins?
A: Yes, weapon skin variants are a thing!
Sound questions for Buckley:
Q: How much effort is being put into surround sound? Would it be recommended to set up a heavy duty stereo system to fully immerse myself, or will I need to stick to headphones cranked up with other noises turned down to make sure I hear feet moving behind me (especially with lower FOV nerfs incoming I cant see enemies anymore)
A: A good deal of effort! I recently upgraded my studio to a 5.1 surround monitor + subwoofer setup so that I can ensure positioning is clear in surround sound. Also we are using WWise for this sequel so I can easily directly route sounds to specific speakers or to the subwoofer.
Q: With SFX being a very important resource for one’s situational awareness in combat, how will you go about the player receiving important audible information? We had thing like footsteps in chiv 1. Can we expect any similar, or even more/new audible factors catering to this in chiv 2?
A: You can expect even more. Footsteps for example, increase in volume not only by proximity, but by velocity, so somebody charging in will be making quite a bit of ruckus. We also have new attenuation tools with Wwise such as cone attenuation which allow me to pinpoint the travel sounds of arrows that are coming your way, so you can hear them coming with more time to react before being hit.
Q: I imagine the possibility of 64 unique players in one server brings up many new challenges SFX and audio wise. What has been your biggest challenge so far?
A: The biggest challenge has been to deliver a rich, full featured audio experience whilst managing the number of audible voices-- culling less important ones while ensuring things important to the player are being heard. Also managing memory, by intelligently loading and unloading banks of sounds so that they are only taking up space when they are needed. Mixing in general can also a challenge as most of the important sounds are right next to you in a melee game.
Q: At Buckley, was the mason MAA’s warcry voice inspired by a yodeling turkey and will we see something similar in Chivalry 2?
A: Yesss. Yes.
Q: When it comes to audio in general, be it environmental, character voices, movement/combat, and music etc; What would you say are the greatest differences/ similarities between Chiv 1 and 2?
A: Environment: Most of the ambiance so far, from waterfalls to general natural ambiances, I captured myself. I spent a good deal of time gathering assets from several locations in both the US and Canada. Character Voices: Expect similar style and setup, but more variety! Music: There will be a similar style of music used, but it will play in additional places. I also am getting help from other composers this time around.
Q: How many voice actors in chiv 2, or approximately?
A: It is an arduous, enjoyable and ongoing process. I have ~8 done so far!
Q: Will voice commands like “come hither” be bindable again so we can spam it incessantly?
A: Come hither will be available, to what extent we shall see…
Q: lore/map related voicelines like in Chiv?
A: Yesss. Yes.
Q: Does the new knight sound as decrepit, old and ugly as he looks? I mean, he’s not the old handsome Knight from 2012 you know…
A: Not sure how to answer this, but I will say that I’ve been wanting an older voice actor to be involved in Chivalry for some time, and he is. Also, youth is wasted on the young. :sunglasses:
Q: Are the objectives and missions gonna be set with tighter objective times[?] […]
A: Each objective has a timer set up in a way that helps with balancing and strengthening the fantasy. As an attacker you may have what seems to be plenty of time at the beginning of a map but you will see that it gets more difficult as you progress.
Q: Is there any map planned, where the attackers have more than 1 way to (defeat the defenders/infiltrate the castle/win the round)? Are chivalry 2 battle maps a linear experience? Or is there more than one path to the throne room?
A: Most objectives can be completed in only one way because they are very straightforward, thought there is always different ways to reach them and you have some leeway in how exactly they are completed.
The other objectives can be completed in different ways, though those ways are defined by us.
But in both cases, we are giving crafty and curious players options and tools to play with in order to reach their own goals and the map objectives.
Maps are linear (meaning that you have to do each objective one after the other) but we are making sure that it doesn’t feel like a brainless corridor.
Q: Will we be able to give feedback on the new game mechanics before release? Is the potential for a delay if these mechanics are not received well possible?
A: Absolutely you’ll be able to give us feedback. One of our main goals of public testing is to see how the game is received: what people love and what we can improve on. In terms of any sort of delay it’s too early to speak on that.
Q: Are you going to have the same amount of maps In the first chivalry or are you going to have more? If so, what type of maps can we expect? Was really hoping to fight on a large snowy mountain.
A: We will have a great number of maps at launch, with more to come post-launch too. At launch don’t expect an amount comparable to “current day” Chivalry 1 though, as so many of those maps were post-launch themselves. We are committed in offering you as many great experience and fantasies as possible. Don’t expect all of them to be available from the start though.
As for the type of maps I cannot tell yet but I can promise you that they will all be different enough that no two will look and feel alike.
Q: Can we use the some of the sounds posted on SoundCloud for other purposes such as e.g as Twitch Follower notification sound?
A: You asked earlier about using sounds, definitely go ahead and use any of the files on our soundcloud or Chiv sounds in general for things like Twitch notifications. That’d be hilarious. :slight_smile: Any content creator is welcome to use our media when streaming or creating their YouTube videos.
Q: Question for everyone involved in Chiv 2 development: What element or new game mechanic are you most proud of so far in Chiv 2? What new features are you excited about that are now possible in Chiv 2 compared to Chiv 1?
A: One of the main elements that I am most jazzed about is how Chivalry 2 feels like Chivalry 1 in terms of the general itch it scratches. I mean in terms of the overall feeling you get from playing, it manages to rekindle that sense I got from playing Chivalry 1 (the atmosphere, the sense of dynamic possibilities in combat, the general vibe and mood of things that all combine together). Which is cool for a sequel that is several years removed in development time from the first game. It instantly clicks, “hey it’s still Chivalry” and then you get to uncover a massive amount of new advancements.
A: I am excited for the new VO. The new personalities have the Chivalry 1 charm and over the topness that made Chivalry 1 so unique.
A: Getting up to 64 players stably on both the client and server is a fun and rewarding technical challenge.
Q: In chiv 2, will we see a similar minimalistic style in terms of HUD, in-match menus and map rotation menus? The great thing about chiv 1 is that your screen is perfectly clear except when the health/stamina bar are decreasing, no spawn menu, no voting for maps in between matches… so no time wasted. I feel it sets the game apart from other FPS-style games, allows for better immersion and keeps the tension going.
A: We are looking at our user interface from a user experience perspective. Some features can be cool and interesting but not vital. We want players to only see vital information so that they aren’t overwhelmed and can focus on the combat and the great scenery.
A: Also just to add to Kevin’s answer, our in-game UI is roughly as minimal as Chivalry 1, and we’re including a lot of options to disable HUD elements if desired.
Q: Whose idea was it to put a secret undead NPC that spawns and attacks the closest target?
A: I believe that was added by Justin Pappas, who lead the LD work on Hillside.
Q: Will there be custom hit sounds like in TF2?
A: Hit sounds will have custom unique impact sounds per weapon used. Those will also be mixed in with random sound sets based on armour type hit (leather, plate, etc.) and attack type used (chop, stab, slash, etc. ) and attacking weapon size.
Q: Question about swing manipulation: will the damage depend on the duration of the swing? For example, if a player performs an attack an intentionally drags it, will the damage be reduced due to increased duration of the swing? Same would also apply to accelerated attacks.
A: I’m not able to confirm something like this just yet, but there are many aspects of swing manipulation design we’ve been looking at and this is one of them. We want it to feel fair for both both sides whether you’re receiving the attack or dealing it.
Q: How important is fluidity in combat (especially in regards to team fighting) for Chivalry 2’s development? One thing I really loved about Chiv1’s combat was how free it felt…going on a kill streak felt like a well executed ballet. The reason I ask is because tackling the “cheese” from Chiv1’s “unfair” mechanics is obviously something TB is looking to address, but doing so without the combat feeling overly restrictive would certainly be a challenge. Does TB feel like there is a good balance there, or is that still in progress? Is achieving that balance a goal? Not looking for specifics, but a sense of how you guys feel about it.
A: Fluid combat is our ultimate goal, which means giving players the opportunity to rapidly make many, many micro-decisions in their combat moves and foot movement. Melee combat is of course a key area of ongoing development. We are constantly weighing the requirements of what it means to have a rewarding and fun combat system. For example, if we make it too difficult to fight many other players at once then that can feel restrictive, but giving too much power to a player that allows them to defeat 5 players at once could be going too far the other way.
Q: Is there the possibility of weird low fantasy elements in chiv 2 like the ghost skeleton in chiv 1? Related to this, will the subtle fantasy element of chiv 1 (sometimes only seen in map designs) be more or less obvious in chiv 2?
A: Compared to the first game, Chivalry 2’s maps tend to be more grounded and have less of that fantasy element to them. However there’s still a bit of an alternate world / anachronistic history thing going on, this still isn’t set on historical Earth and isn’t going for total historical accuracy but instead prioritizing the medieval cinematic experience.
A: Lore is the foundation to our maps and our objectives. We explore the means and wants of the Masons and Agathians to ensure that what they are doing in Chiv 2 makes sense and is in line with their backstory.
We have had to expand on the Chivalry lore since Chiv 1 so that we have more characters and more conflict that is explorable and playable in Chiv 2.
Q: Will you guys be adding some sort of achievement based unlocking system for cosmetics? Like 1000 bow headshots for a special helmet
A: As a big fan of achievement systems; we’re looking at a few different ways to show off your proven prowess. We think we have a system that we like right now but things are subject to change as we continue to iterate. Overall we’ll be implementing a form of this.
Q: Will there be map creation? So we can have a fall to your death map again. Also will their be a black knight mode?
A: Mod support is in our plans! The maps that players made for Chiv 1 were great and we’d love to support that again in Chiv 2’s future. In terms of Black Knight mode, this is built into the game in some ways!
Q: How many horses will be included in a 64p map?
A: The number of horses fluctuates with every map playtest and iteration as we try to nail down what feels the best in terms of gameplay and optimization.
Q: A few of the maps in CMW had gold piles in them. Is there a possibility in Chivalry 2 for use of these assets? Maybe filling a bag and beating people with it?
A: In terms of the asset itself, Chivalry 2 does not reuse any assets from Chiv 1. And in terms of the gold, gold will be much more… valuable in Chiv 2.
Q: Did you consider anything from Deadliest Warrior such as the medals given after the map for most kills / most kills plus most deaths, nemesis, etc?
A: Yes, we have considered those elements similar to what DW has. I can’t confirm if we’ll have that feature for sure but we do think “boast stats” are a nice thing.
Q: You’ve talked a lot about movie and pop culture influences for Chivalry 2. Is there any specific scenes that play a major role for the game
A: I can neither confirm nor deny buckley slipped a great game of thrones reference in audio somewhere
Q: Did you take any specific combat moves from a movie / series?
A: Not to sure about the specifics but we use a lot of different things for inspiration. We also use real-life acting to get the poses and movements just right. Our animator will get up from his desk with a wooden stick and act out what he’s working on to feel how it would feel to really do the things we’re planning in-game.
Q: You’ve talked a lot about movie and pop culture influences for Chivalry 2. Is there any specific scenes that play a major role for the game
A: With each Chiv 2 map the starting point for design is “what core experience do we want players to have here” and more often than not, the inspiration for that experience is a specific movie scene. e.g. the rainy field map shown in trailer - a mix of Braveheart’s battle charge, GoT’s Battle of the Bastards and Chiv 1 Moor. Other big inspirations (scenes or just concepts generally): LoTR Helm’s Deep, GoT tournament, GoT King’s Landing, Ironclad’s castle defense… and other inspirations you’ll have to see for yourselves
Q: Are you guys going to focus on the game being fun or the game being an esport?
A: Our main focus is to give people fun. eSport is not out of the question but this is not our main goal.
Q: Assuming we didnt hold you to an answer, when might we find out more about the game part of chivalry 2?
A: We are still in “heads down” mode and making the game as awesome as possible, so don’t expect any significant videos or deep dives into gameplay to come out in the rest of 2019. We are focused on keeping this community looped in by sharing cool pieces of content and little teases in the interim, but we’ll soon be taking a break from that too so that the last part of the year is focused purely on development. Expect to hear much more in early 2020.
Q: Will the lore for the Mason Ordah and Agatha be expanded. Maybe a cool third faction. A mini-singleplayer campaign would also be cool.
A: No third faction is planned, our lore is based on the decades-old conflict between Mason and Agatha.
We don’t plan on adding a single player campaign, most if not all of the lore will be in the multiplayer maps themselves.
Q: Why pick 64 players? Is 50 or 60 or 70 impractical?
A: 64 is a power of 2. All the kids love powers of 2
Q: This has most likely been asked before but I’m unable to find a definite answer, will horses be included in all maps? It would quite immersive if they were included only in some maps.
A: There will be horses where it makes sense to have them. Some maps or portion of maps may not have them.
Q: TO and 32v32 cater a lot to the casual player base, do these same maps scale well for a 5/6v6 format or is there a mode outside of skirmish that will be specifically designed for competitive play?
A: I think that this is something that remains to be seen right now. Certainly our Team Objective maps are best suited for large-scale battles, but they do scale depending on the players connected to the match in terms of time allotted to complete objectives, and also respawn timers.
Q: Will you run this as a “games as a service” with MTX and/or DLCs? If not, will there still be a constant stream of updates for years to come after release?
A: We aren’t ready to talk about things like microtransactions yet, but there will be considerable free post-launch content. Our agreement with Epic puts us in a great position for that. The specifics and roadmap for post-launch content is something we’ll talk about more towards / after release.
Q: that new gif looks very nice, the armor doesn’t look like it’s stretching or distorting. Were specific bones added to just the armor plates for animating?
A: Yes we added bones for better animation result for stuff like heavy armor.
Q: Are there any plans of adding more to the story and the world’s lore?
A: You bet. There is so much we want to tell about this world and its dynamics. Stay tuned for an upcoming lore trailer!
Q: Where Chiv 1 focused heavily on game mechanics (Footwork, swing manipulation, feinting etc) and had very few “class based features” IE, Vanguard charge & MAA dodge.
How is Chiv 2 in comparison?
A: Chivalry II is still heavily focused on core mechanics like the ones you mentioned. Classes primarily distinguish themselves with their loadout and health, but there will be other differences. The “core” has been greatly expanded upon with new features shared across all classes. There are many other exciting changes to classes we aren’t ready to talk about quite yet.
Q: So in mordhau there is a way you can record your game and then go to take screenshots in it in freecam. will Chivalry 2 have this ?
A: Replay files are a feature of UE4, we haven’t been focused on making it work in Chiv 2 yet (we did in Mirage, though just for us developers to use).
Q: Will the music be the same as in chiv 1? I mean like in chiv1 it appeared only at the starting menu, starting and the end of the match. Will chiv2 contain some new sorts of spawn-rate for music?
A: We expect to follow a similar template as Chiv 1, some changes here and there dependent on design. Music in Chiv 2 is inspired by a lot of what made Chiv 1 great stylistically. We want music to complement gameplay so we’re working it in where it feels natural.
Q: Are you focused on more accurate helmets and other armor pieces, or just how it was in the first chivalry?
A: Our goal for armor appearance is a look that fulfills an exciting, realistic-looking medieval fantasy. Our main inspiration here being various medieval movies. While the look of armor is not tied to a specific medieval date range, it is its own universe in itself with plays on real-world references and the idea of what medieval times looks like.
Q:Will gameplay balance be centered around individual dueling or a team based gameplay
A: It is a bit of both really. While dueling is an important part of the core game, working as a team is essential to achieve victory.
Q: Has TB tested 32v32 already during development? As in, have there been Chivalry 2 games with 64 people all playing at once? If so, how did it go? I’m wondering if that many players on the same map actually works out well on the game without it being too chaotic.
A: We have playtested with 64 players, people from Torn Banner and from Tripwire. This went really great, we are happy to see that we managed to nail the experience for such a great number of players!
Q: Will Chivalry 2 always be an Epic Games exclusive?
A: Only for one year, then you will find it on Steam.
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Q: Torn Bannermen, what is your favourite Chiv 1 map?
Alex said Stoneshill. Marc and Brady said Darkforest.
Q: Will we be able to ride horses in first person?
A: That’s the current plan.
Q: will there be third person? the more i play mordhau the more i feel that 3rd person is just an exploit tbh
A: Right now we are exploring 3rd person as an option but it’s good to hear your input on the topic!
Q: Will chivalry will have like the old maps
A: The maps we’re working on now are created with the intention of providing a fresh experience to fans of Chivalry. These new maps will drive the story forward, but you may notice some details that nod at Chiv 1
Q: Will hidden cows return as an easter egg like they were in Chivalry1?
A: Last week I found something in game that I had no idea existed. I think it’s safe to say both devs and the community will have fun finding what’s been hidden around
Q: Any plans to include weapon specific missions? Or challenges in general that will incentivize playing in specific ways, ex: Kill 20 enemies by removing their leg with the battle axe, Decapitate 5 horse riders, etc - as a way to give exp or cosmetic unlocks?
A: We have definitely thought of cool ideas similar to the above, and there should be time to focus more on that stuff before we launch (and possibly get some community suggestions like yours too) - progression in general will definitely be more interesting than in Chiv 1.
Q: Do you have any information about something in the game which you are willing to share, but no-one has already asked about?!
A: We have talked about it a little but I would say that I really think our voice lines are awesome. I’ve really been enjoying playing with them and having “conversations” with allies and enemies using the voice lines lol.
A: Each character has a few customized voice-line selections that really help their personalities shine. For example: one voice has a particular set of “insult” options unique to that voice
Q: Will there be rcon protocol ready for release?
A: We’re not planning to have any sort of rcon functionality for custom servers at launch
Q: Can you block projectiles with a sword?
A: If it’s not an arrow or bolt, you can block it. :sunglasses:
Q: Will the assets to create maps be disponible during the alpha to start to work on maps?
A: Unfortunately no, that won’t be ready in alpha as it’s just not feasible for us to do.
Q: Do all the characters have map-specific voicelines for the objectives like in chiv 1? “We need that grain!”
A: Objectives will be called out to the player by certain VO, but it’ll be different to what was done in Chivalry 1.
Q: Do you have any plans for smaller gamemodes? for example 2v2, 3v3 or 5v5
A: The main focus is on larger game mode experiences, but watch this space for more info!
Jan 30th, 2020
Q: I heard they are removing the Messer so newbies can learn to not rely on it
A: The messer shall draw blood again, for he hath hewn many archers and earned his place in the field
Q: How are beta/alpha testers decided upon? Random? Chiv Play time?
A: The alpha testers will be first alerted via our newsletter! There will be a mix of all of the above. We’d like to have people who know there way around Chiv and those who don’t so we can get both impressions.
Q: will there be underwater levels cos fighting underwater would be sweet
A: I’m not sure people fighting in armour would get much done underwater. Seems like it might be difficult.
[Editor’s note: no]
Q: Could the game’s combat system be used to develop a game that isn’t all about combat itself, but more of a survival game on a large open world with a building system and so on? I think many people would be into a medieval rust-type game. Something like Reign of Kings, but a good combat system and optimized.
A: This isn’t the game we’re actively developing, chivalry 2 is definitely a successor to chivalry 1 in many ways. Nice concept though! I’m a fan of those types of games personally
Q: Are any of the team focused on the specific issue of unreadability for the wrong reasons? Such as slow-looking / instant hit weapon movement or unnatural body bending in a windup? Would be curious to hear if this issue has been specifically looked at and if so, what potential steps are being taken to ensure that combat retains a level of skill, whilst evading the fate of the prior titles.
A: This is 100% the primary focus for our technical animation and design. This has been talked about previously a bit. improvements to the animation system in Chiv 2 help show how every motion is cascaded through different parts of the body proportionally. Turning your character to the left turns the hips a little, the upper torso more and the arms and head even more. This makes attacks more readable because they are closer to how they would look in real life; we aren’t just reading the weapon and arms, but what our opponent’s entire body is doing.
Q: Is “King’s Landing” the only GoT reference in chiv2? I feel like GoT references will be a hit with the community!
A: I know personally of one or two references :wink:
Q: Can we expect any new or different game modes beyond those found in the first game?
A: Our development focus right now is on improving some of the most popular game modes found in the first title, especially TO - which is now far more ambitious. We may explore new modes beyond that eventually, but this isn’t currently planned for launch.
Q: Will we have 17th century armors?
A: 14th/15th century are closer to our armor art inspiration. Though we aren’t locked to 100% historical realism (it’s a world we made up), the goal is more to recreate the romance of the medieval era as inspired by popular culture.
Q: Will there still be emblems within the customization on armors & shields? (Would be nice if players have the options of uploading a SVG/PNG file as their own emblem. Great for building a creative and engaging community.)
A: We aren’t planning on completely custom emblems as there is too much opportunity for inappropriate stuff (regardless of how cool it might be!), but emblems are a part of customization, yes.
Q: The description on the site says the game boasts thousands of voice lines. Any chance the voice lines vary based on character condition (like missing a limb, low stam, low HP, etc.), or are we just talking about a TON of different characters?
A: Voice lines are based upon a number of different states the character may find themselves in (like you said with missing a limb, etc) but are also heavily engrained in the manual VO system. We also feature several characters. Get your taunts ready!
Q: In the past you’ve said TO is your focus, can you give us any objective types (burn the farm) that we may see at release?
A: We don’t want to give too much away until you get to see it yourself. But yeah you’re gonna burn a bunch of stuff for sure.
Q: pretty new here, have the devs ever commented on the possibility of reverses in chiv 2?
A: Reverses are being handled the same way as the rest of our approach to the combat, which is to make every move readable and feel weighty and physical. It is still possible to pull back on the weight of your swing to some degree, but the result to your opponent won’t be as jarring of a freeze or teleport of the blade as it has more of a sense of committed weight to the strike.
Q: With 64p, how do you keep TO battles from being too cluttered?
A: Credit to our level designers for putting effort in to making sure each location has its own playstyle across multiple objectives. The areas of each objective were designed to offer a different experience, with some feeling wide open and others a mad scramble through a chokepoint. Each one makes for a great time before switching it up for the next objective.
Q: How about differences between the feel of maps? Do they have the same number of objectives or are some longer or shorter?
A: Different maps have a different number of objectives (within a reasonable range). All of our maps are thematically different with different visuals and atmosphere. We strive to add context to each fight so it feels like every battle you partake in has a purpose.
A: The TO maps are outright bigger than chiv1’s we should be clear about that, yes built for more players, but also built larger to provide a more epic journey on dramatic and sprawling environments. We’ve made a real effort to one-up the chiv TO experience as opposed to rehash it
Q: Will Chiv 2 feature both same & opposite side combos? As in Chiv 1, combos were limited to just same-side combos. Which was limiting in team-fights & 1vX scenarios. Plus makes the combat clunky/feel less fluid (for no good reason). Combos are like the glue that bind the rest together. It’s also unintuitive to input an attack, for it to perform another (e.g. If you try to cue up an Alt-Slash after performing Overhead—it performs a normal Slash regardless). I think this is one of the best ways to increase the skill ceiling of the genre, & also balance game (naturally, with no band-aids)— so not just feint/swing manipulation (break animation) meta, which is not fun.
A: Improvements to the combat toolset in terms of new combat moves, as well as the massive amount of work that has gone into making all animations far more readable and humanlike, has meant that our animation team already has a huge project on their hands that is far more ambitious than what has been seen in Chivalry and in other comparable titles. Due to the extensive amount of additional animation workload that would be involved in tackling something like this it’s not something we’re working on currently but it may be something we consider post-launch.
Q: on a scale from 1/4 how in depth is the customization in chivalry 2? 1 being 0 customization, 2 being weapons, 3 being skins, and 4 being completely in depth
A: It’s definitely in depth. Customization is focused on ensuring that everyone on the battlefield looks badass and caters towards an immersive and impression medieval environment that fulfills the battlefield fantasy. We have customizations for face, hair, weapons, armor and heraldries, and even a few more things.
Q: Will there be any new weapons introduced?
A: Chivalry 2 will have a good variety of weapons, but we’re also treating it as a bit of a sandbox. Finding things on the maps may come in handy in a pinch