Besiege castles and raid villages in Chivalry: Medieval Warfare, a fast-paced medieval first person slasher with a focus on multiplayer battles
User reviews: Very Positive (23,205 reviews)
Release Date: Oct 16, 2012

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Recommended By Curators

"Ever wanted to get that first-person perspective on face-stabbing an archer or smashing someone's head off? Then this is your game! (Built on UE3)."

Recent updates View all (89)

February 24

Mac and Linux Support!




Chivalry: Medieval Warfare Patch #35 (Mac and Linux Integration)

Brand New Features!


Chivalry is now Available on Linux and OS X!

You've all been asking for it for quite some time, and Torn Banner is happy now deliver! Chivalry can now be played on Mac and Linux machines!


Improving your head-chopping experience is important to us. While we are constantly improving the game, we rely heavily on our players to help us with bug reports. If you notice any issues or have suggestions on how to improve the game, please post on the steam forums or join in on the discussions on the official Torn Banner Forums.




Big list of Fixes!


  • Attempt at mitigating Stoneshill second objective crash
  • invite-accept crash fix; not sure whether reproducible on PC
  • don't do anything with HUD markers etc. until level has finished loading. Fix for issue where icons may not appear on some levels when loading slowly (particularly, Stoneshill)
  • don't let King try to Forward Spawn or switch to Observer (may unintentionally end objective early)
  • when a client loses connection to the host without warning (e.g., because the client's LAN cable was pulled), could call DisableSprint() every frame until it crashed
  • fix issues with throwing fire pots into lava
  • Fix non-alt direction combo feint to parry to riposte to combo issue, wherein that last combo would play Release in non-combo direction despite the riposte coming from non-combo direction as well.
  • Fix flag not being put down correctly when it was just picked up and the previous weapon is still being put down
  • kill the pot if the FX is done. The FX is pooled and if we shutdown _after_ this, we might shut down when someone else has taken that pooled object. The shutdown turns the FX off -> we might turn someone else's FX off
  • stop client pawns from spawning weather emitters on listen server host
  • stop people from using items (E) if they're throwing a throwable
  • If someone joins while a server is paused, unpause for 1 tick (unpause is necessary as part of the player joining process), immediately repause.
  • AdminTournamentMode fixed
  • Fix for server browser "Server Details" query crash
  • Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
  • Slightly realigned shortbow and crossbow skins due to valid complaints lodged here: http://forums.tornbanner.com/showthread.php/22911-New-crossbow-skin-annoying-problem
  • Also temujin and hound swords were slightly misaligned
  • Corrected vertex paint on some spartan foliages (used in various UGC maps)
  • Fix buckler phys asset, added a sphere body to cover the boss (the player's hand was slightly sticking through the existing collision body)
  • Stop player names getting set to "Player123" or such

Other changes

  • Loadout change volume now has a 15 second cooldown
  • Admin login events are now light red (#FF5555 ) in chat. The system PM color is now pale blue (#B2C4E1) instead of cyan (#33FFFF)
  • Added phys asset for workhammer mesh
  • Removed several instances of log spam
  • Reduced amount of data replicated or considered for replication, reducing CPU and bandwidth use for servers
  • Script optimization, reducing (game thread) CPU use for servers and clients
  • Skeletal mesh / animation rendering optimizations
  • DetailMode affects more Pawn effects. Decap distance repurposed as "high detail distance"; this distance is further on High Detail than Medium Detail, etc.
    • don't do blood masks at all in Low detail, or beyond high detail distance - 1 step
    • don't do blood splatter effect unless on High or within high detail distance + 1 step
    • don't do blood decal if MaxActiveDecals setting is 0, or DetailMode is DM_Low, or DetailMode is DM_Medium and we're beyond high detail distance + 1 step
  • modified dummies (console command adddummies / admin adddummies) to constantly attack but not move. Good for parry/riposte testing.
  • Pass over all levels' sound sublevels to move as much into Client-side Kismet as possible. A few were playing ambient sounds continuously off the server, which is kind of expensive. Fixed now with no actual effect on the audible sounds.
  • Animation framerate LODding added. New video config setting to modify this. Server always plays anims at 1/5 rate unless they include root motion

***Linux server should be downloadable now!***


Make sure to join the Chivalry Steam Group for all official updates and events!
http://steamcommunity.com/games/219640

Torn Banner & Chivalry elsewhere on the internet:
Chivalry Facebook
Torn Banner Facebook
Torn Banner Twitter

62 comments Read more

January 23

Chivalry: Medieval Warfare Patch 34 Hotfix

Greetings,
As pointed out by a few players, there was an issue introduced with the last patch, notably the speed of feinting during a combo. This patch brings the gameplay back to the way it was Pre-UGC patch. We also went ahead and fixed a few more issues.

Patch 34 Hotfix
  • Combo feint time restored to Pre-Patch 34 numbers
  • MOTD works in Duel and TO2
  • "Locked" message in Customization always shows the message for the current tab for less confusion
  • ?modname= works in the server maplist now, allowing servers to switch between mods
  • When running a mod, normal configs are used for non-modded classes
  • MAA "super jump" should no longer be possible.

29 comments Read more

Reviews

"I’m rather enamoured by the unique flavour of online combat presented by Chivalry. It’s fresh and fun, and like the very best games is easy to get into yet incredibly hard to master."
90/100 - Ausgamers

“I saw my body slump to the floor, some distance away and then the hammer-bastard was standing over me, attempting to play croquet with what remained of my face.”
Rock Paper Shotgun

Custom Maps and Modding Support!

Full Controller Support!

Just Updated









About This Game

Besiege castles and raid villages in Chivalry: Medieval Warfare is a first-person slasher with a focus on multi-player. Featuring competitive online combat that seeks to capture the experience of truly being on a medieval battlefield. Inspired from the intensity and epicness of swordfighting movies such as 300, Gladiator and Braveheart, Chivalry: Medieval Warfare aims to bring that experience to the hands of a gamer.

The game is skill-based and controls like an FPS, but instead of guns and grenades, players are given swords, shields, maces, battleaxes and longbows. Set in a fictional, yet gritty and realistic world, players will fight in fast paced online battles besieging castles, raiding medieval villages and fighting for glory in the arena with up to 32 players.

Key Features:


  • Deep melee combat system provides players with a huge range of responsive combat options
  • Adjust your attacks and blocks in real time with the mouse for precise and full control of the action
  • Wield an arsenal of up to 60 brutal weapons ranging from broad swords and battle axes to longbows and javelins
  • Dynamic objective system brings team tactics and strategy to the forefront as players batter down gates, raid villages and assassinate enemy royalty to achieve victory.
  • Use a variety of siege weapons ranging from catapults, boiling oil, ballista, battering rams and more
  • Vast, lush environments that transport the player to a gritty and immersive medieval world.
  • Offline play options that allow players to gain familiarity with the controls and gameplay before being thrust into the action.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 2.7 GHz (a dual-core CPU is required)
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon 3870 or higher, Nvidia GeForce 8800 GT or higher. 512MB VRAM.
    • DirectX®: 9.0c
    • Hard Drive: 7 GB HD space
    • Other Requirements: Broadband Internet connection
    • Supported controls:: Keyboard + Mouse, or Xbox 360 controller, Xbox One controller, or compatible XInput controller
    Minimum recommended:
    • OS: OS X 10.9.5
    • Processor: Intel Core i7, 2.5 GHz
    • GPU: Nvidia Geforce 750M
    • Memory: 4 GB RAM
    • Hard Drive: 7 GB HD space
    Minimum:
    • OS: Steam OS. (However, other distros with Steam installed should run the game just fine.)
    • Processor: Intel Core 2 Duo 2.6 GHz or AMD Athlon X2 2.8 GHz (a dual-core CPU is required)
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 4850, or Nvidia GeForce 9800 GT or equivalent. (With respective proprietary drivers). 512MB VRAM.
    • Hard Drive: 7 GB HD space
    • Other Requirements: Steam client + runtime environment
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