Age of Chivalry is a total conversion for Half-Life 2 currently being developed by Team Chivalry. We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. We are creating a fast paced and fun first person melee combat system that will take the player to a new level of immersion. The players will be able to take part in sieges, town raids and open war in a story driven game. Our goal is to let the players write the history of the game as the teams battle it out over a sequence of user controlled map cycles depending on the victor. We want to take the overall experience to a new level of fun.

All of our members have a solid modding background and we hope that you support our modification as it grows and develops!

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Blog RSS Feed Report abuse Latest News: CR3 Plans Revealed + NEW WEAPONS Unvieled + HotFix Released

13 comments by AgeofChivalry on Oct 6th, 2009 digg this super bookmark


Where are we headed?

    The Team has just released a hotfix update to the  patch that will address a couple bugs (assists not showing etc.) and balance issues. This patch also features several thirdperson animation fixes among other things. The full changelog can be found below.

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    Moving forward to CR3 and beyond… The next big update for Age of Chivalry will be the most ambitious update the game and possibly any mod, has ever conceived. Ok, so maybe that’s a loaded statement, but we’re serious, this thing is going to be BIG. We feel like the current game is finally at a state where we can sit down and really pump out a bunch of features we’ve wanted forever, but didn’t feel like we had the core gameplay down well enough yet to consider. A couple of features that CR3 is planning to implement include:  A dynamic interactive campaign system designed to truly bring story to a multiplayer experience, new classes (that’s a plural, but for now we will only confirm the implementation of a “Siege Engineer” class, which may or may not be his final name, but gives you a basic idea of his purpose on the battlefield. That’s his workhammer you can see in the shot), brand new combat system that will give the players far more options in how they will choose to play, far more distinction and personality between the classes playstyle (including new playermodels for each class) new evasion maneuvers, completely redesigned existing maps, extensive particle effects, proper shield bashing, single player training missions and a hell of a lot more. And yes, limbs shall fly!

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    We know we can’t get away with just saying “brand new combat system”, so we will give you a couple details on what we plan to include without giving away too much. First off, why change a combat system that works for a lot of people, well the new system will be based off the old system in that its execution will be fairly similar, the differences are more in what options a player has available to him and how smooth the actions take place in comparison to when the player performs them. The main issue we’ve seen time and time again with our current combat system is that players can’t get used to the idea of having to “windup” an attack before you start delivering damage, that is, a player expects that when he presses an attack button that his sword will immediately deal damage to where ever he is pointing. This is not the case currently as we have to have the sword windup from idle before the follow through can begin and these critical moments can be frustrating for players that don’t understand why there is that delay.

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Above Picture Features A new version of the 2 Handed Swords

So with the new system, players will initiate attacks the same way, by pressing down on an attack button, but it will give them the powerful option to hold an attack in a ready state. When the player releases that button his attack will almost immediately fire and strike whatever it is going to hit, with this improvement we expect the game to feel a lot more natural to players and not only that but it will add to the tactics and strategy to the gameplay by allowing players to perform “feints”, block from a ready state and with the way our new animation system will be setup, eventually freeform their own combinations.

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Above picture is of a Warhammer (existing hammer will later be referred to as a Maul)


That being said we won’t have players running around the battlefield holding their swords out at awkward angles forever and the time you can hold an attack in a ready state will be limited to avoid abuse and to keep things from looking silly. This new system would be totally open-ended for improvements later on which is one of the main appeals of it, for instance, imagine if you could launch one action and then after the follow through immediately move into a new action without waiting for the recovery to idle. This system will incorporate literally hundreds of new animations before we’re done and that’s the beauty of it, its something we can keep improving along with the rest of the game! For more on the combat system you’re going to have to wait, hope that’s enough to have you salivating in the mean time!

Adjustments made for the Hotfix:

- Reduced deflect animation (animation that plays after being parried or blocked by an opponent) from 1.5 seconds to 1.25 seconds to promote faster exchanges of blows
- Various Stamina cost adjustments (to be released in detail later)
- Fixed a bunch of 3rd person animation timing issues causing visual oddities
- Fixed Man at arms broadsword not playing a deflect animation in 3rd person
- Fixed some objective complete/failed stingers not playing
- Fixed client crashes on spectating
- Fixed Assists not displaying/recording to steam stats properly
- Fixed 1st mason Darkforest spawn not allowing full 16 players to spawn at once
- Fixed invisible boat on Invasion and Spawnpoint errors there as well
- Fix for sorrow dragon statue breaking and generating some instances of "mega-lag"
- Hudradio fix (for sourcemod menus - Thanks violentcrimes!)

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Age of Chivalry is still actively seeking people for the positions of:

3D modeler
Animator
2D Graphic Artist

To apply, please send an email and attach relevant works or a link to your demo reel to jobs@age-of-chivalry.com

Get more Age of Chivalry Information on our Website and other Community Hotspots!:

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Age Of Chivalry ragdolls addon for Garry's Mod

Age Of Chivalry ragdolls addon for Garry's Mod

Nov 18, 2008 Models Pack 7 comments

Age Of Chivalry ragdolls addon for Garry's Mod !!!

Comments  (20 - 30 of 377)
Stugs
Stugs Sep 26 2009, 9:50am says:

This sort of lags me up, I can't wait when they get more optimized things though.

+3 votes     reply to comment
mescool
mescool Sep 23 2009, 9:45pm buried:

(buried)

Age of Chivalry? More like Age of Shitalvry amirite?

-10 votes     reply to comment
mescool
mescool Sep 26 2009, 12:01pm buried:

(buried)

lol pvk is better

-9 votes     reply to comment
SfcRock
SfcRock Sep 26 2009, 4:12pm replied:

PVK is for shitface little 10 year olds that cant handle blood gore and violence.

0 votes     reply to comment
CarneThePirate
CarneThePirate Sep 29 2009, 8:00am replied:

You can't compare PVK2 and AoC. Both are fun in my opinion. SfcRock, that comment makes you look like a 10 year old shitface. I'd say PVK2 is more fastpaced, TF2ish, and AoC is more realistic.

+2 votes     reply to comment
turkey72
turkey72 Sep 26 2009, 3:33pm replied:

at least AOC is on steam and up to date, not saying pvk is bad.

+1 vote     reply to comment
LORDDEREX
LORDDEREX Sep 28 2009, 10:48am replied:

AoC and PW&K II, are both good, but I cant say either is better then the other just that its more work in to AoC, I think

+1 vote     reply to comment
Lorem
Lorem Sep 25 2009, 7:50pm replied:

funny guy

+4 votes     reply to comment
wtfworld
wtfworld Sep 18 2009, 3:44pm says:

hello
i got license steam and orange box - why i cant download this mod throught the steam??
sorry about my english

0 votes     reply to comment
Doompastry
Doompastry Sep 18 2009, 2:07pm says:

I've tried this mod once before the steam release, and again several times after the steam release. While I love medieval settings, this mod has never taken hold of me, unfortunately. The game has been too slow-paced and laggy for me. I look forward to trying it out again when said optimization and bug-fix patch is released. Make it a good one, guys.

+4 votes     reply to comment
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Released Sep 10, 2007
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