The entries have been simply spellbinding! Fans of Terraria and Chivalry have experimented in their artistry and found the coolest ways to combine the worlds of both our games - from terrifying battles between knights and alien monstrosities to tear-jerking works of decorative beauty.
We had some truly fierce competition, but only three winners are allowed in this crossover contest. Congratulations to tsract, Sathoryn and PersonaTea.
The entries have been simply spellbinding! Fans of Terraria and Chivalry have experimented in their artistry and found the coolest ways to combine the worlds of both our games - from terrifying battles between knights and alien monstrosities to tear-jerking works of decorative beauty.
We had some truly fierce competition, but only three winners are allowed in this crossover contest. Congratulations to tsract, Sathoryn and PersonaTea.
The Milanese, a Quarterstaff replacement for the Man-at-arms.
Headhunter, a Messer replacement for the Knight.
Cold Spectre, a Greatsword replacement for the Vanguard.
The patch also addresses the following fixes.
Changes
Added the Royal Squad helm, a helmet replacement for the Agatha Archer by Ni Huishenme (part of the Royal Squad set).
Removed console command exploits
Decreased range of “kick” action
Added customization options to Mercenary Roundshield by Oilystool
Removed all collision from a couple foliage meshes that blocked weapons
Map fixes:
Irilla: fixed two points bugs: Masons no longer get endless points until you die if you were in the trebuchet volume when the trebuchet objective is completed. Can no longer use the ram after the second door is destroyed, thus getting endless free points.
Stoneshill village FFA/TDM: made the gate to the castle with no collision a feature, not a bug! Gate is now visibly open. Fixed a broken blocking volume on top of a village house.
Hillside: "defend the ballista"/"destroy ships" hud markers stuck off in the distance removed.
Colosseum: side gate with potentially no collision fixed.
Belmez: added double check to fix potential issue where spawn points don't change after the barn is burnt.
Citadel: fixed collision issue on broken bridge mesh which was breaking firepots.
Drunken Bazaar: smoothed over collision on rubble immediately under bridge crank. Set final area peasants to non-moving so they stop wandering off the balcony. Added kill volumes off the balcony to prevent map escaping out that-a-way. Removed sticky spot on a rock along the push path.
Darkforest: further blocked off a roof in the final area that should be inaccessible
Belmez: fixed invisible spawn boat.
Castle Assault: removed access to a map exploit by walking on some cliffs in the river near the first objective.
Castle assault duel: moved spawn points outside of the inaccessible rooms
Shore: minor collision improvement on arch near first Agatha spawn.
Hideout: stuck spot behind a pillar jumping down to the breakable gate
Coldfront: that one floating torch. Siege weapons are disabled after second objective completes. Replaced the bots on the docks that usually go completely unnoticed with simple animated peasants. Blocked gate from being able to be hit from the rear.
Outpost: added extra collision to tree trunks that could be hidden in.
The Milanese, a Quarterstaff replacement for the Man-at-arms.
Headhunter, a Messer replacement for the Knight.
Cold Spectre, a Greatsword replacement for the Vanguard.
The patch also addresses the following fixes.
Changes
Added the Royal Squad helm, a helmet replacement for the Agatha Archer by Ni Huishenme (part of the Royal Squad set).
Removed console command exploits
Decreased range of “kick” action
Added customization options to Mercenary Roundshield by Oilystool
Removed all collision from a couple foliage meshes that blocked weapons
Map fixes:
Irilla: fixed two points bugs: Masons no longer get endless points until you die if you were in the trebuchet volume when the trebuchet objective is completed. Can no longer use the ram after the second door is destroyed, thus getting endless free points.
Stoneshill village FFA/TDM: made the gate to the castle with no collision a feature, not a bug! Gate is now visibly open. Fixed a broken blocking volume on top of a village house.
Hillside: "defend the ballista"/"destroy ships" hud markers stuck off in the distance removed.
Colosseum: side gate with potentially no collision fixed.
Belmez: added double check to fix potential issue where spawn points don't change after the barn is burnt.
Citadel: fixed collision issue on broken bridge mesh which was breaking firepots.
Drunken Bazaar: smoothed over collision on rubble immediately under bridge crank. Set final area peasants to non-moving so they stop wandering off the balcony. Added kill volumes off the balcony to prevent map escaping out that-a-way. Removed sticky spot on a rock along the push path.
Darkforest: further blocked off a roof in the final area that should be inaccessible
Belmez: fixed invisible spawn boat.
Castle Assault: removed access to a map exploit by walking on some cliffs in the river near the first objective.
Castle assault duel: moved spawn points outside of the inaccessible rooms
Shore: minor collision improvement on arch near first Agatha spawn.
Hideout: stuck spot behind a pillar jumping down to the breakable gate
Coldfront: that one floating torch. Siege weapons are disabled after second objective completes. Replaced the bots on the docks that usually go completely unnoticed with simple animated peasants. Blocked gate from being able to be hit from the rear.
Outpost: added extra collision to tree trunks that could be hidden in.
Only one week left before submissions close for the Chivalry x Terraria crossover fan art contest. We’re looking for your best artistic creations that combine the worlds, characters and visuals of Chivalry: Medieval Warfare and Terraria.
The contest deadline is March 31, 2016 at 11:59 PM PT.
Only one week left before submissions close for the Chivalry x Terraria crossover fan art contest. We’re looking for your best artistic creations that combine the worlds, characters and visuals of Chivalry: Medieval Warfare and Terraria.
The contest deadline is March 31, 2016 at 11:59 PM PT.
Mirage: Arcane Warfare was announced just two weeks ago! We’ve already got a thriving community of players getting excited about our next game. You can register for the Beta today, only on MirageArcaneWarfare.com.
Our door is always open for questions from the community - join the subreddit at r/MirageAW or hop into our official forums. We’ve also started hosting a regular developer Q&A over in the subreddit.
Mirage: Arcane Warfare was announced just two weeks ago! We’ve already got a thriving community of players getting excited about our next game. You can register for the Beta today, only on MirageArcaneWarfare.com.
Our door is always open for questions from the community - join the subreddit at r/MirageAW or hop into our official forums. We’ve also started hosting a regular developer Q&A over in the subreddit.