Post news Report RSS CR3 Plans Revealed + NEW WEAPONS Unvieled + HotFix Released

Team Chivalry releases brand new images of 3 new weapons, detailed development plans for CR3 and patch notes on the hotfix that went live yesterday.

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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!:

Post comment Comments
meazum
meazum - - 290 comments

If you can pull that update mentioned at the top off, you will be awesome. But I'm not entirely enthusiastic, that hammer up there looks too curvy to be practical, to curvy to even be medieval.

The inward leaning head and the chunky stick give it a bad feeling in my books.

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aerozol
aerozol - - 179 comments

The Warhammer, on the other hand, looks brutal. Nice.

Good luck implementing these changes! That's all I can really say about this update... If it goes to plan, it sounds like it will be awesome. Excited about the 'multiplayer story' - show me how it's done (;

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cheesemcboots
cheesemcboots - - 184 comments

very nice. i like the (i think they are) buttons on the new hammer. Cant wait to play this release.

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ausbushman
ausbushman - - 343 comments

New models and textures look great!

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DannyBoy27
DannyBoy27 - - 21 comments

As an avid fan of this amazing melee based mod, all i can say is that I am very excited to hear about this update. And for the continued support for the mod from the devs. Keep it up!

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necron15
necron15 - - 165 comments

Sweet new classes and weapons.

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Dr.Nick
Dr.Nick - - 53 comments

Are you guys going to finally going to fix or take out the broken Crusader class? I mean it doesn't make much sense balance wise for a class that has the highest armor (on par with the heavy knight) also have a shield and sword, and a claymore (just as heavy as the heavy knight weapon) to also be as fast as a light soldier. I really hope you guys fix the crusader class because right now it has no drawbacks.

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Hellsevil22
Hellsevil22 - - 360 comments

It has less armor and I think less health or it could be the other way around but more speed..... what are you smoking? and where can I get it? XD

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Stugs
Stugs - - 391 comments

Why do i get a renaissance feel to the top hammer picture? i wouldn't mind a hammer with no curve.

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cW#Ravenblood - - 6,703 comments

wow nice!

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NullSoldier
NullSoldier - - 973 comments

So good, those new hammers look fantastic.

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Croco15
Croco15 - - 1,240 comments

Pretty cool. I like the hammer the most.

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Bird_of_Prey
Bird_of_Prey - - 1,616 comments

Wow. Looks good! Look forward to using them.

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