Chivalry 2
Chivalry 2 developers must be really happy with the impact the Game Pass release has had on the game, as they officially announced that they have seen
the number of players grow by 500,000 since
Microsoft's arrival on the service.
Considering that Chivalry
2 has been on the Game Pass for just a few days, the figure is sobering. Being a multiplayer game, the growth in the number of players is a fundamental factor to talk about success or not. Of course, the development team wanted to thank all the newcomers, who now crowd the game servers.
In the comments to the news on Twitter, there was also room for a clarification regarding the contents of the console editions, with the developers who have explained that they are working to bring all those of the King's Edition to
Xbox and
PlayStation as soon as possible. Unfortunately they didn't provide dates, so wait a little longer.
Have you noticed any errors?
Chivalry 2 Update 1.20 Brings Reinforced Content, Includes New Weapon & Map


Torn Banner Studios has mounted its horse and charged into battle with a full list of Chivalry 2 update 1.20 patch notes for you to scrutinise, which come with support for the game’s Reinforced content. Here, you’ll find a bunch of fresh goodies, including a new weapon and map among other content.
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The free Reinforced Update features a new TDM/FFA map known as Hippodrome, new two-handed Katar weapon, new player customization for Tenosia, horses added to existing maps, and more!
Update Highlights
Chivalry 2 is now on Game Pass!New Weapon for Ambusher – Katars!New TDM / FFA map – Hippodrome!Large amount of combat balancing improvements!Horses added to The Raid on Aberfell and The Siege of RudhelmMatchmaking and Server Browser
Team Assignment
Applied team switching restrictions the moment a given match is loaded instead of during the warm-upIf your previous team has 32 players including yourself, and the other team has 30 – you are allowed to switch manually.If your previous team has 32 players including yourself, and the other team has 29 – you are allowed to switch manually.If your previous team has 32 players including yourself, and the other team has 31 – you are not allowed to switch manually.Auto-balance is not affected by this change. This change only addresses the permissions for manual team switching.With team switching being a hot topic among the community, we have increased the restrictions that allow flexible team switching to uneven numbers. Originally, there was a grace period between the match warmup that would allow greater flexibility on choosing your team. Unfortunately, this also enabled teams to become one sided depending on: who was switching, and how many were switching.
We have since applied the above restrictions directly upon loading into the match. In the interest of considering player-organized events, we have applied this restriction to matchmaking servers; standalone servers are unaffected by this change. We will continue to monitor the results of this change once it goes live.
Matchmaking Queues
By popular demand, we have now added the Tenosian maps (no horse variants) to 64 player mixed modes!
Tenosian Invasion queue renamed to Mounted Warfare
Maps added:Hippodrome (Team Deathmatch)The Raid of Aberfell (with horses)The Siege of Rudhelm (with horses)64 Player Mixed Modes
Maps added:Breach of Baudwin (no horses)Razing of Askandir (no horses)Desert (no horses)40 Player Mode
Maps added:Hippodrome (Team Deathmatch)The Raid of Aberfell (with horses)The Siege of Rudhelm (with horses)Maps removed:The Raid of Aberfell (no horses)The Siege of Rudhelm (no horses)Beginner Queue
Maps added:Siege of Rudhelm (with horses)Maps removed:Siege of Rudhelm (without horses)Arena
Server Browser
LTS:Duels:Hippodrome (Free for All) added as its own server per regionFFA Hippodrome has been added to its own server set to allow players to informally joust with Horses. This will be the only map in rotation for this type of duel server.
40 MixedMaps added:Hippodrome (Team Deathmatch)Raid of Aberfell (with horses)Siege of Rudhelm (with horses)Maps removed:Raid of Aberfell (no horses)Siege of Rudhelm (no horses)Free For AllHippodrome (Free for All) addedWeapons and Carryables
New Weapon – Katars
Katars operate under the same counter rules seen in spears (ie. a stab input will counter a Katar’s slash and stab attack)The special is quick and has the chance of hitting an opponent twiceWhen inputting Jab, players wielding Katars will headbutt instead of a standard weapon jabSlash, stab, and overhead attacks of the Katars will not cause the opponent to flinch when you successfully land a hitHighland Sword
Adjusted attack damage for the following attack types:Slash: 60 → 50Heavy Slash: 80 → 70Overhead: 85 → 70Other attacks kept as isIncreased turn limit during slash and heavy slash by 5 (Tighter turn limit)Increased overall windup time slightlySlash windup: 0.40 → 0.425Heavy Slash windup: 0.60 → 0.625Overhead windup: 0.45 → 0.475Heavy Overhead windup: 0.60 → 0.625Stab windup: 0.40 → 0.425Community feedback prompted a review of the current placement of the highland sword within the game. We confirmed the weapon as one of the highest performing weapons due to some of its unique attributes of damage vs length. We’ve made some changes in combination with some bug fixes to make this weapon more pleasant to fight against while still maintaining some benefits of the overall weapon.
Javelin
Tightened turn cap to be more in line with other adjustments seen in spearsLance
Decreased couching speed and camera zoomPolished lance breaking (particles more visible, lance properly vanishes)Couch is canceled when entering an Out of Combat zoneOne Handed Spear
Reduced combo speed from 0.25 to 0.275Reduced attack knockback slightly by 15%Removed thwackingTwo Handed Spear
Reduced combo speed from 0.3 to 0.325Reduced attack knockback slightly by 15%Removed thwackingDiscussion with community members outlined some frustrations around the “fun” of the spear. In certain situations, the spear was noted to feel fairly oppressive, therefore the above solutions were explored for this update.
Pavise
Increased size and altered overall shapeCombat
Dodging:
Can no longer dodge during the late stages of a counter’s windup. Dodging during the windup to a counter now behaves similarly to dodging during heavy attacks.A counter attempt is a move that is intended to be a commitment. High level duels have been seen to use dodges to avoid punishment.
Horses:
Made breakable fences breakable by horse momentum (seen in maps like Raid of Aberfell)Added takedown score for killing an enemy horseImproved horse collisions in relation to constructablesAdjusted horse fall damage to be similar to player fall damage (in terms of the percentage of their respective of health pool)Horses now plays a more substantial reaction sound on impacting with the ground based on fall distanceHorses now stagger (play a specific animation) if they fall from a high distanceHorses that die from fall damage now ragdollHorses no longer stagger when hit by lanceVIPs can not ride horses (The heir’s ego is too big)Improved horse navigation collision around siege ramps and catapultsFixed an issue where mounting a horse would refill archer’s ammoFixed an issue where a vanguard sprint attack would stagger horse ridersFixed an issue where horses could get stuck in constructable spikes if timed correctlyFixed an issue where players could fall through the ground when being killed during horse dismountJabs:
Made jabs slower when comboing from 1.8 seconds to 2.0 secondsJabs have been noted to be particularly oppressive in some situations, we have added this functionality to allow the player to better react to different combat scenarios.
Vanguard:
Ambusher:New weapon – KatarsChanged special item to bandagesNew Class Perk – ExecutionerAmbushers now carry with them the new Executioner Perk, which allows the player’s final hit to be the killing blow instead of downing the player. In addition, the Quiver was deemed to not synergize with the Ambushers class role, so the Bandage kit was added instead to provide additional utility to the class and encourage greater team play from Ambusher players.
General:
Fixed an issue where slash attacks would desync on slower weapons after blocking an attack while not making any movement or mouse inputsFurther adjustments to parry box to prevent jump stabs from being too oppressiveFurther improvements made to projectile hit accuracy on impact with a playerRemoved an exploit where hitting the environment with a special attack would reset attack delayDecreased spawn invulnerability time for arena mode and initial spawn after warm upMade the hanging chandelier hitbox slightly smallerFixed an issue where changing class on cavalry respawn would result in the wrong sub-classFixed an exploit where players could continuously sprint charge with polearms on footmanFixed an exploit where players could earn points for destroying their own constructables in FFAFixed an exploit where the emote wheel would allow a player to instantly change direction during a special attackPolished spear planting combat systemFixed a camera desync issue that occurred when the player died while performing a special attack and using the Highland swordCustomization
Special Edition Content Add-on
Add-on is now purchasable on EGS and Microsoft Store. Not yet available in the PS store.New Customization
Class exclusive armor sets are now available for Tenosia. The classes will no longer share light and heavy armor sets, however helmets can still be shared.Vanguard:New Furusiyya ArmorNew Turban Helmet Set, with additional Chain and Gladiator variantsFootman:Additional Aswaran Armor tier added – Tamar’s Battle GarbKnight:New Scythian Scale ArmorNew Engraved Helmet Set, with Emerald and Eternal Guard Mask variantsFFA HeraldryAdded Mason and Agathian faction Heraldry to FFAKatarsKatarsMaustikaImperial FangTigress ClawsCustomization Adjustments
Fixed an issue where weapons would not appear customized until respawnFixed an issue where Tenosians would spawn with Agathian shieldsFixed an issue where the Tenosian Sipar Shield had an incorrect rarityFixed clipping issues with the “Full Mutton” hairstyle and certain Tenosian helmetsFixed clipping issues with the “Elite Aswaran Helmet” and multiple head typesAdjusted the Tenosian armor’s roughness material to be more in line with other armorAgatha Knight – Protector Helmet is now wearable with male head variantsMaps
New Map!
Hippodrome (Team Deathmatch and Free-For-All)Playable in the Mounted Warfare Queue and 40p Mixed ModesThe Breach of Baudwyn:
Added No-Horse version to 64 Player Mixed Mode matchmaking queueGeometry improvements made in areas of the main gate to prevent players from getting stuckRemoved an arrow ammo crate that was undergroundFixed an issue where the timer would end early during the first objective stageFixed an issue with Stage 4’s defender spawn sequenceFixed an issue where carts during Stage 1 would react violently to thrown weaponsFixed an issue where Tenosians would spawn run into the cannons during Stage 2Fixed an issue where the banners would remain as Masons after being captured by TenosiaFixed an exploit where players could climb the wooden scaffolding in Stage 4Fixed an exploit where players could reach unintended areas with constructables in Stage 4Courtyard:
Added invisible walls to prevent reaching out of combat areasThe Battle of Darkforest:
Adjusted spikes near the castle gate entrance to prevent players from getting stuckDesert:
Added No-Horse version to 64 Player Mixed Mode matchmaking queueAdjusted starting spawns and intro cinematicFixed an issue where bots would be inactive during offline play for the first 20 secondsFixed an issue where an Agathian faction symbol would be present during the post match screen (there will be no Agathian spies within the Empire!)Escape from Falmire:
Fixed an occurrence where Masons would spawn underground during Stage 3The Fall of Lionspire:
Fixed an issue where bots would stay holding ladder pieces and idle during the last stageThe Raid on Aberfell:
Horses are now part of the map for the following objective stages in the 40 player queue:
Stage 1 – Village4 horses spawn in the village and will respawn if killedMason1 wave with 4 horses 2 minutes after the stage startsAnother wave of 4 horses 2 minutes after the first waveStage 3 – HamletAgatha1 wave of 6 horses every 2 minutes after the stage startsMasonHorses part of the respawn waves (12 seconds)Horse spawns will drop the more the zone is captured by AgathaFixed an issue where Agathians would spawn in waterCollision improvements to rocks on stage 4Miscellaneous environment polishThe Razing of Askandir:
Added No-Horse version to 64 Player Mixed Mode matchmaking queueFixed an issue where bookcases would not show a HUD marker for Mason torch carriersStage 1 – adjusted defender combat zones to allow them be closer to the Mason shipsStage 2 – improved capture bar to display faction capture more accuratelyFixed an issue where players could walk on water beside the bridgeFixed an issue where the timer would end early during the first objective stageCollision improvementsThe Siege of Rudhelm:
Added Horses to Objectives Stage 1 and 3 in the 40 player queueFixed an exploit where the VIP could be pushed behind the throneGamemodes
FFA
Increased XP rewarded based on length of time in a given matchServer Browser – Duelyards
Increased votekick penalty duration from 10 minutes to 30 minutesWe’ve increased the autonomy of individual duel servers by increasing the penalty for breaking duel server rules resulting in a votekick (note that the determination of this is initiated by the players inside the server itself.) We will continue to monitor the change.
We have increased the reward for participating in longer sessions on a map (as Duel maps persist for 1 hour at a time)
Performance and Crash Fixes
Fixed an issue where holding jab and reloading crossbow on horseback would disconnect the playerFixed a rare issue where a user would be stuck in spectator mode due to broken save filesFurther achievement fixesAnimation
Horses:
Fixed an issue where Horses were not dynamically changing their level of detail at far distancesFixed an issue where the trumpet would float in the air when using on horsebackFixed an issue where horses would animate in place after the rider is killedImproved horse head animation blending when strafingPolished stirrup straps rigging on Tenosian horseAdded Unequipping and Equipping animations when mounting and dismounting a horseRefined lance jab animation from couchGeneral:
Polished first person Crossbow emote animationsFixed an issue where the Tenosian horn would go through the player’s head in third personAudio
Removed some pain sounds from all playable main VOsAdjusted volume of impact sound when hitting walls or objects while on horsebackImproved crowd ambience dynamicsUI
Improved Ban Messaging UIAdded UI indication for when hitting an enemy horse instead of an enemy playerAdded UI element to indicate gallop speed and when lance is in a couchable stateLowered lance crosshair indicators slightlyUpdated Social Links UIReformatted Store Visuals and LayoutFurther UI polish added to various sub-menusFixed an issue where the Cavalry Incoming banner would appear on certain maps without horsesFixed an issue where Inventory Wheel would become stuck after cavalry prompt appearanceFixed an issue where dying on a horse would cause the post-death UI to disappearVarious localization fixesGamepad
Improvements made to default controller layoutChanged commend default input (Now X on Xbox, Square on PlayStation) to prevent accidental inputs when dodging during deathInteractions take priority over emotesIf the player is in the interaction range AND looking at the interaction point then the interaction should take priority over the emote“Interacting” now ‘consumes’ the input, requiring the button to be pressed again to open the wheel.Wider timing range when throwing weaponsIn order to avoid a perceived increase in input lag, the character should immediately begin their attack after an LB (PlayStation) / L1 (Xbox) or RB (PlayStation) or R1 (Xbox) press and then blend into a throw if the other button is pressed in time.Improved same attack feint inputs on gamepadConsoles
Added Brightness Adjustment on all consolesAdded FOV slider on all consolesMisc
Fixed an issue where votekicks could be circumvented by leaving and rejoining a given serverFixed an issue where picking a team during the tutorial would skip the cinematic for the teamApplied counter measures for in-game speed hackingPolished Tenosian Healing Banner modelHalloween
Wear a pumpkin on your head or throw a pumpkin at your enemies! New map TDM Desert, as well as TO Darkforest, TO Rudhelm Siege (with horses), and TDM Wardenglade (with horses) are all decorated for the spooky season.
Halloween runs Oct 18 – Nov 1 in Chivalry 2! It features:
Spooky decorations on some of your favorite maps such as Darkforest and Rudhelm Siege, and the newly added Desert and Wardenglade (TDM Horses)Added Halloween props and dressing to DesertWearable pumpkin helmets will be making a triumphant returnAdded Pumpkin Helmet for TenosiansChanged Main Menu to Halloween theme!Added Coffin carryable itemAdded Pumpkins as Catapult Ammo