Feudal fact: in the last month, Chivalry: Medieval Warfare hit the third largest number of players connected at one time, at over 13,000 concurrent lords and ladies. Plus, the Chivalry Steam Community has now reached 100,000 followers - to celebrate, we’re releasing a complete revamp of the Vanguard class model, for free!
Feudal fact: in the last month, Chivalry: Medieval Warfare hit the third largest number of players connected at one time, at over 13,000 concurrent lords and ladies. Plus, the Chivalry Steam Community has now reached 100,000 followers - to celebrate, we’re releasing a complete revamp of the Vanguard class model, for free!
Both the quality and volume of entries have been absolutely mindblowing. From charcoal character portraits to reverse overheads in watercolour, dozens of creators brought the world of Chivalry to life, through art.
Competition was stiff, but three winners emerged from this bloody battle. Congratulations to AngusBurgers, Sir Galagad the Pure and Mr Bunsen!
Both the quality and volume of entries have been absolutely mindblowing. From charcoal character portraits to reverse overheads in watercolour, dozens of creators brought the world of Chivalry to life, through art.
Competition was stiff, but three winners emerged from this bloody battle. Congratulations to AngusBurgers, Sir Galagad the Pure and Mr Bunsen!
Hello dear Chivalry UGC creators! This long-overdue post is a recap of all of the community weapons & helmets we’ve added to the game since January, some data that will hopefully help creators to better decide where to put their time and talent, as well as info on our future plans.
Content packs
The following UGC items have been added to Chivalry: Medieval Warfare as player customization options, according to the patch dates below.
We would also like to share the following data on the Customization Store, in order to help guide players on gaps in content offerings - so that you’re better equipped to decide what UGC to create next. We are constantly trying to keep customization offerings diverse to our players. If you make a high quality piece of work for a less represented class or weapon, it’s more likely to make it into Chivalry, sooner. The following charts represent the distribution of items - this is not sales data.
Classes Knight and Vanguard are clearly dominating the class-specific items, without as much love for the Archer and MAA.
Bundles/sets There are more options for item bundles (i.e. bundles including 1 helmet & 1 weapon) than single items. This chart does not mean that single items sell better - but that there are fewer bundled sets than individual weapons in the Customization store.
Team distribution For content accepted into Chivalry so far, we’ve maintained a very even mix between Agatha- and Mason-only content, as well as stuff open to either side. We plan to maintain this ratio moving forward.
Weapon spread In the below chart, the bottom axis shows the number of variants per weapon type. The Spear, Broadsword, Norse Sword, Longsword & Messer have the most variants, while many weapons - including Warbow, Crossbow, Hatchet, Polehammer, Short Sword and others - have none available yet.
What’s next?
We plan to release three more UGC update packs over the course of Summer 2015. Each pack will contain 3-4 weapon and helmet sets and 5-6 individual weapons. The data above includes what we plan to release in these three packs as well as all previous content - to give a complete sense of what our current offerings will be.
We also hope to share some general sales figures in the near future, to demonstrate what item types are selling better than others.
To sum: study the charts above and take an informed approach to designing new weapons and helmets for Chivalry. Quality of modelling and execution of concept are just as important as ensuring that your UGC items have a relevant, competitive position in the Customization store.
Thanks everyone for your hard work - keep up the incredible Chivalry Workshop submissions!
Hello dear Chivalry UGC creators! This long-overdue post is a recap of all of the community weapons & helmets we’ve added to the game since January, some data that will hopefully help creators to better decide where to put their time and talent, as well as info on our future plans.
Content packs
The following UGC items have been added to Chivalry: Medieval Warfare as player customization options, according to the patch dates below.
We would also like to share the following data on the Customization Store, in order to help guide players on gaps in content offerings - so that you’re better equipped to decide what UGC to create next. We are constantly trying to keep customization offerings diverse to our players. If you make a high quality piece of work for a less represented class or weapon, it’s more likely to make it into Chivalry, sooner. The following charts represent the distribution of items - this is not sales data.
Classes Knight and Vanguard are clearly dominating the class-specific items, without as much love for the Archer and MAA.
Bundles/sets There are more options for item bundles (i.e. bundles including 1 helmet & 1 weapon) than single items. This chart does not mean that single items sell better - but that there are fewer bundled sets than individual weapons in the Customization store.
Team distribution For content accepted into Chivalry so far, we’ve maintained a very even mix between Agatha- and Mason-only content, as well as stuff open to either side. We plan to maintain this ratio moving forward.
Weapon spread In the below chart, the bottom axis shows the number of variants per weapon type. The Spear, Broadsword, Norse Sword, Longsword & Messer have the most variants, while many weapons - including Warbow, Crossbow, Hatchet, Polehammer, Short Sword and others - have none available yet.
What’s next?
We plan to release three more UGC update packs over the course of Summer 2015. Each pack will contain 3-4 weapon and helmet sets and 5-6 individual weapons. The data above includes what we plan to release in these three packs as well as all previous content - to give a complete sense of what our current offerings will be.
We also hope to share some general sales figures in the near future, to demonstrate what item types are selling better than others.
To sum: study the charts above and take an informed approach to designing new weapons and helmets for Chivalry. Quality of modelling and execution of concept are just as important as ensuring that your UGC items have a relevant, competitive position in the Customization store.
Thanks everyone for your hard work - keep up the incredible Chivalry Workshop submissions!
UPDATE: Due to strong demand, there is no longer a requirement to be one of the top 10 most upvoted gallery pieces. Torn Banner Studios will be judging ALL entries submitted that follow these new contest rules.
Submit your fan art to the Artwork gallery by this Thursday, June 18 at 11:59PM EST to enter.
Win one of three great prizes! We’re giving away over $500 worth of in-game content and Chivalry keys. If you don’t win, we’ll still share and attribute your awesome work all over the Internets.
UPDATE: Due to strong demand, there is no longer a requirement to be one of the top 10 most upvoted gallery pieces. Torn Banner Studios will be judging ALL entries submitted that follow these new contest rules.
Submit your fan art to the Artwork gallery by this Thursday, June 18 at 11:59PM EST to enter.
Win one of three great prizes! We’re giving away over $500 worth of in-game content and Chivalry keys. If you don’t win, we’ll still share and attribute your awesome work all over the Internets.
Plus, enjoy the following new Chivalry content and fixes.
New
Brand new set of community-made weapons and helmets
Circled Princial Cervelliere, an Agatha Archer helmet
The Rat Set, an Agatha Knight set that replaces the Heavy Flail
The Tenderizer, a replacement for the Maul
Infidels Bane, a replacement for the Messer
Chaos Set, a Mason Knight set that replaces the Messer
Winged Wraith, a replacement for the Holy Water Sprinkler
Blade Brothers Sun Sword, a replacement for the Norse Sword
Shark, a replacement for the Billhook
Kraken, a Mason Vanguard set that replaces the Halberd
Changes
CTF
removed touch returns - flag must timeout and auto return now
Colosseum
spawn ramp fix
fixed big tower axe, it was flipped to deal damage while stationary and not deal damage while rotating
moved oasis trees that were intersecting rocks
removed oasis trees that were intersecting the flag stand
spring trap fix
water volume / drowning fixed to not be permanently disabled after being unloaded - you were unable to drown if the boats were loaded twice
spawnpoints that were underwater fixed to not be underwater
underwater post processing volume was being overridden, fixed, underwater processing restored
set FFA to 10 minutes from 30
Hideout
cave lighting: modified lighting to better facilitate faction differentiation (fill lighting is now all cool colors creating spots of hot and cold lighting rather than almost all the lighting in cave being warm tone and creating situations where agatha blue looks green)
made the cave mason spawn under the king’s platform easier to exit
raised buried grass meshes in cave
darkened grass outside, it appeared to glow
Added blocking volume along back of king’s area to prevent players from jumping onto and over the fence
NoMercy
fix bug where people spawn in the wrong area - a couple spawn points were malfunctioning and had to be deleted
fix exploit/bug where you can spawn late and you spawn in the wrong area - changed logic to switch spawn points immediately on LTS Round end rather than after a delay after level reset
modified lighting slightly to add some cooler tones in addition to the warm lighting
Irilla
removed bad spawn point for defenders on final objective
10 second torch respawn from 20
Shore
replaced flag with new AOCFlagAutoReturnOnly variant. The flag now can’t be returned by touch, only by time.
set final objective flag return time to 4.5 seconds from 15
CastleAssault
Set time limits to standards: Set FFA to 10 minutes from 4, LTS to 4 minute from 5, TD to 15 from 5
Moor LTS
moved spawn points, blocked off a couple corners of the map
Dark Forest
Map exploit in final area blocked
Navigation Pylons weren't building properly
Outpost
Block reverse overhead gate exploit
Crypts
first wave enemies just have fists now
code
added AOCFlagAutoReturnOnly - works just like a standard CTF flag with the exception that the enemy team cannot touch it, they must instead defend it until it auto returns.
server CPU performance enhancements
fix issue where "ghost" Agatha MAAs spawn once every tick until the server crashes
Plus, enjoy the following new Chivalry content and fixes.
New
Brand new set of community-made weapons and helmets
Circled Princial Cervelliere, an Agatha Archer helmet
The Rat Set, an Agatha Knight set that replaces the Heavy Flail
The Tenderizer, a replacement for the Maul
Infidels Bane, a replacement for the Messer
Chaos Set, a Mason Knight set that replaces the Messer
Winged Wraith, a replacement for the Holy Water Sprinkler
Blade Brothers Sun Sword, a replacement for the Norse Sword
Shark, a replacement for the Billhook
Kraken, a Mason Vanguard set that replaces the Halberd
Changes
CTF
removed touch returns - flag must timeout and auto return now
Colosseum
spawn ramp fix
fixed big tower axe, it was flipped to deal damage while stationary and not deal damage while rotating
moved oasis trees that were intersecting rocks
removed oasis trees that were intersecting the flag stand
spring trap fix
water volume / drowning fixed to not be permanently disabled after being unloaded - you were unable to drown if the boats were loaded twice
spawnpoints that were underwater fixed to not be underwater
underwater post processing volume was being overridden, fixed, underwater processing restored
set FFA to 10 minutes from 30
Hideout
cave lighting: modified lighting to better facilitate faction differentiation (fill lighting is now all cool colors creating spots of hot and cold lighting rather than almost all the lighting in cave being warm tone and creating situations where agatha blue looks green)
made the cave mason spawn under the king’s platform easier to exit
raised buried grass meshes in cave
darkened grass outside, it appeared to glow
Added blocking volume along back of king’s area to prevent players from jumping onto and over the fence
NoMercy
fix bug where people spawn in the wrong area - a couple spawn points were malfunctioning and had to be deleted
fix exploit/bug where you can spawn late and you spawn in the wrong area - changed logic to switch spawn points immediately on LTS Round end rather than after a delay after level reset
modified lighting slightly to add some cooler tones in addition to the warm lighting
Irilla
removed bad spawn point for defenders on final objective
10 second torch respawn from 20
Shore
replaced flag with new AOCFlagAutoReturnOnly variant. The flag now can’t be returned by touch, only by time.
set final objective flag return time to 4.5 seconds from 15
CastleAssault
Set time limits to standards: Set FFA to 10 minutes from 4, LTS to 4 minute from 5, TD to 15 from 5
Moor LTS
moved spawn points, blocked off a couple corners of the map
Dark Forest
Map exploit in final area blocked
Navigation Pylons weren't building properly
Outpost
Block reverse overhead gate exploit
Crypts
first wave enemies just have fists now
code
added AOCFlagAutoReturnOnly - works just like a standard CTF flag with the exception that the enemy team cannot touch it, they must instead defend it until it auto returns.
server CPU performance enhancements
fix issue where "ghost" Agatha MAAs spawn once every tick until the server crashes