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