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    Chivalry: Medieval Warfare

    Game » consists of 6 releases. Released Oct 16, 2012

    Set in a medieval-fantasy world engulfed in civil war, Chivalry is a multiplayer-focused class-based action game putting players in the role of valorous knights.

    Large new update released for free on Steam

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    Funkydupe

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    #1  Edited By Funkydupe

    Notes:

    13 New Maps

    - Citadel

    - Frigid

    - Argon's Wall

    - And 10 new duel arenas

    5 New Weapons

    - Sling

    - Quarterstaff

    - Polehammer

    - Flail

    - Heavy Flail

    2 New Game Modes

    - Duel Mode (For intense 1v1 Action)

    - Capture the Flag

    Alternate Swings

    - Can now do left to right swings!

    Improved Server Browser

    Blood Decals now paint to the ground when you hit an enemy

    Can now adjust how long Corpses stay on the battlefield

    Much Stronger Hack and Cheat Protection

    Music Jukebox in options menu for listening to full Chivalry soundtrack ingame

    Optimization

    Greatly Improved Spectator mode

    Balance adjustments

    Bug fixes

    General Polish

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    project343

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    #2  Edited By project343

    Man. Good for them. Such a good multiplayer romp, and putting all the sales success back into free content updates is such a spectacular way to foster a thriving community that has a ton of respect for you.

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    bombedyermom

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    #3  Edited By bombedyermom

    I guess I know what I'm doing tonight

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    jking47

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    #4  Edited By jking47

    Oh damn, I will log in again tonight and check out the new stuff. Game is pretty great!

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    jozzy

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    #5  Edited By jozzy

    This is one of those great games I own but hardly have played...

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    Cameron

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    #6  Edited By Cameron

    Have they fixed the lag problems? I played it a bit around launch and I thought it was fun, but any lag ruined the experience and there was just too much of it. Sounds like a great free update and I'd like to play it some more, but not if it's still prone to lag.

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    Rolyatkcinmai

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    #7  Edited By Rolyatkcinmai

    I already put the three new maps in the Giant Bomb server rotation and added some capture the flag. Go get some flail kills.

    If you can get in that is, the server is full 24/7. It's TNT tonight though so it'll be locked around 7 Eastern.

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    simkas

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    #8  Edited By simkas

    @Rolyatkcinmai said:

    I already put the three new maps in the Giant Bomb server rotation and added some capture the flag. Go get some flail kills.

    If you can get in that is, the server is full 24/7. It's TNT tonight though so it'll be locked around 7 Eastern.

    I wouldn't say it's full 24/7, I was in it a few hours ago and there were about 15 players. Currently there's 1 player on it.

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    TheHT

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    #9  Edited By TheHT

    free maps, weapons, and modes?

    it's like the old days again. :')

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    Rolyatkcinmai

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    #10  Edited By Rolyatkcinmai

    @simkas said:

    @Rolyatkcinmai said:

    I already put the three new maps in the Giant Bomb server rotation and added some capture the flag. Go get some flail kills.

    If you can get in that is, the server is full 24/7. It's TNT tonight though so it'll be locked around 7 Eastern.

    I wouldn't say it's full 24/7, I was in it a few hours ago and there were about 15 players. Currently there's 1 player on it.

    It's 21/24 right now and has been packed all afternoon. Just letting him know it can be hard to get in (I often have to wait a few mins).

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    President_Barackbar

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    I'm really liking the new content update. Most servers don't have the new maps up, but the new weapons are seriously awesome (aside from the sling, not sure what the use case for that thing is). The quarterstaff can break faces so fast, and the flail is pretty savage.

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    BisonHero

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    #12  Edited By BisonHero  Online

    I don't understand why any mode exists other than the objective mode where you eventually storm the castle and kill the king. DM, TDM, and King of the Hill just didn't interest me in the slightest during the free weekend. If I got around to buying that game, I would just find a server that is 24/7 objective mode.

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    deathbyyeti

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    #13  Edited By deathbyyeti

    one of the best games from 2012

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    Giefcookie

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    #15  Edited By Giefcookie

    Played some of it but all it really did was make me download M&B Warband again and play a few hours of the single player. 75 hours spent with that game and its still great.

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    butano

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    #16  Edited By butano

    Looking forward to playing it after class and work this afternoon.

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    Zephan

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    #17  Edited By Zephan

    Had a good few hours with the update tonight. It was great fun and its nice to see the developers adding more stuff. Noticed a few new issues here and there but at least they finally got rid of that Pyre bug.

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    Funkydupe

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    New update on Steam (Size: 1.2 GB)

    Improvements/Additions/Tweaks

    -After being deflected from hitting walls/ground/environment, you're now unable to parry until you return to idle. An exception is made for destructible objects, such as the cage locks on Citadel or walls protecting the royal family on Darkforest.

    -You can no longer follow up with a combo if you're struck while in release.

    -Fists and Piercing/Blunt weapons now explode heads properly.

    -Fists now use normal weapon tracers and deal appropriate hitbox damage, making them more precise to hit with and less forgiving - you can now duck and sidestep punches properly. Let the tavern brawls truly begin!

    -Further improvements to block detection, eliminating some more edge cases of attacks going through parry boxes when a player's block was properly aimed.

    -Blocked the use of certain mildly exploitable UE3 console commands.

    -Shield toggle is now consistent between all weapons - either pressing 3 or the number of the weapon (I.E. 1 for primaries 2 for secondaries) will toggle the shield, where previously the behavior varied with some weapons.

    -Mute commands now mute text as well as voice.

    -Perspective lock and free camera now only apply to living and dead players respectively, not spectators.

    Bugfixes

    -Fixed flinch sometimes causing "ghost" attack animations to play rather than the flinch animation.

    -Fixed a bug/exploit causing players without stamina to be able to daze others who weren't out of stamina.

    -Fixed server browser issues introduced in Patch 1.

    -Fixed flinch not applying to dazed players.

    -Fixed an issue causing siege weapons to appear to fly into the air when a player enters one and jumps.

    -Fixed a bug causing catapults to fire point blank when double clicking.

    -Fixed players who join spectator still being displayed as being on the team they were previously on.

    -Fixed blood particles from dismembered limbs spawning incorrectly.

    -Fixed an issue causing players to spawn with the wrong loadout when switching from a team, to spectator, and then to the opposing team.

    -Fixed being able to sprint with a bow or crossbow ready to fire.

    -Fixed being unable to sprint with throwing weapons and the sling ready to fire.

    -Fixed the missing return button from weapon select.

    -Fixed both arrow types being displayed as bodkins in weapon select.

    -Fixed being unable to throw a torch while sprinting.

    -Fixed spectating players who are using a ballista forcing the ballista to rotate.

    -Fixed being unable to queue javelin throws.

    -Fixed spawning with a random weapon equipped.

    -Fixed a case where the setname command wasn't being blocked properly.

    Map Changes

    Citadel:

    -Added awnings to first mason spawn to prevent archers from firing at the ballistae.

    -Removed collision from damage states on the locks that were registering player strikes.

    -Removed Balista after completion of first objective

    -Minor spawn tweaks on final objective for attackers

    -(Sound)Made malric must not fall/attack the throne room commander vo attacthed to end of statue fall, was previoused bugged and starting when sale cage pens came down

    Hillside:

    -Trebuchet 3 message should display correctly now.(Was showing trebuchet 4)

    Stoneshill:

    -Multiple collision and stuck spot fixes

    -Fixed an exploit spot for archers in which they could hide inside the gatehouse mesh.

    -Fixed a spot near the mason spawn where players could get on top of the rocks and were hard to access.

    -Smoothed over the landscape in areas.

    -Moved the ammo crate to the front of the Throne Room to reduce archer nesting around the king.

    -Patched up some mesh holes/overlaps

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