Go "Behind the Banner" in a new Mirage: Arcane Warfare behind-the-scenes video series from Torn Banner Studios, creators of Chivalry: Medieval Warfare.
Go "Behind the Banner" in a new Mirage: Arcane Warfare behind-the-scenes video series from Torn Banner Studios, creators of Chivalry: Medieval Warfare.
Watch eight minutes of raw gameplay from Mirage: Arcane Warfare from its first public appearance at PAX East 2016. The new title from the creators of Chivalry: Medieval Warfare will release later in 2016.
Recorded by our own team, in an Alpha version demo of Mirage.
Plus, check out PAX East hands-on media impressions of Mirage - to be updated with more to come!
TotalBiscuit
"It needs a little bit more skill, it's less defensive, it's a more aggressive combat system in general - particularly with the addition of abilities. The combat can be quite fast paced at times but it still has the weight of Chivalry: Medieval Warfare"
“You know Chivalry: Medieval Warfare? Take that, take the training wheels off, take the historical restrictions away and then just go crazy with it and that’s what you have here with magic and special abilities.”
“The premise is easy to love, and with a focus on blocking magic and melee attacks at the right time while finding an opening for magic spells, Mirage is more than just your average FPS with swords and fireballs.”
“These days, you’re bound to see another multiplayer game with some variation on the first-person shooter (FPS) mechanic. However, Torn Banner stuck to its guns (pun intended) to deliver competitive multiplayer with a melee twist. Adding magic to the mix makes for new ways to take out enemies without overpowering the melee combat that serves as the game's backbone.”
“Having played the game I’d say this is definitely a positive direction that they’re taking it in. They’ve got the the similarly deep combat mechanics [as Chivalry] but then with the extra layer of magic they can make combat a bit more interesting and add an extra layer of depth”
“After every convention, certain games seem to stand out as the clear winners of a given event. After spending forty-five minutes with the brutal, intense Mirage: Arcane Warfare, it’s safe to say that players should eagerly anticipate Torn Banner’s next title. After all, there was a reason why fans kept on flocking back to hop in and get another match in rather than seeing something new.”
Watch eight minutes of raw gameplay from Mirage: Arcane Warfare from its first public appearance at PAX East 2016. The new title from the creators of Chivalry: Medieval Warfare will release later in 2016.
Recorded by our own team, in an Alpha version demo of Mirage.
Plus, check out PAX East hands-on media impressions of Mirage - to be updated with more to come!
TotalBiscuit
"It needs a little bit more skill, it's less defensive, it's a more aggressive combat system in general - particularly with the addition of abilities. The combat can be quite fast paced at times but it still has the weight of Chivalry: Medieval Warfare"
“You know Chivalry: Medieval Warfare? Take that, take the training wheels off, take the historical restrictions away and then just go crazy with it and that’s what you have here with magic and special abilities.”
“The premise is easy to love, and with a focus on blocking magic and melee attacks at the right time while finding an opening for magic spells, Mirage is more than just your average FPS with swords and fireballs.”
“These days, you’re bound to see another multiplayer game with some variation on the first-person shooter (FPS) mechanic. However, Torn Banner stuck to its guns (pun intended) to deliver competitive multiplayer with a melee twist. Adding magic to the mix makes for new ways to take out enemies without overpowering the melee combat that serves as the game's backbone.”
“Having played the game I’d say this is definitely a positive direction that they’re taking it in. They’ve got the the similarly deep combat mechanics [as Chivalry] but then with the extra layer of magic they can make combat a bit more interesting and add an extra layer of depth”
“After every convention, certain games seem to stand out as the clear winners of a given event. After spending forty-five minutes with the brutal, intense Mirage: Arcane Warfare, it’s safe to say that players should eagerly anticipate Torn Banner’s next title. After all, there was a reason why fans kept on flocking back to hop in and get another match in rather than seeing something new.”
Hi all! We’ve got some news about upcoming Chivalry UGC. Although things have slowed down a bit in the realm of Agatha because of our upcoming new game, Mirage: Arcane Warfare, Chivalry patches and content updates are still planned, if a bit infrequently.
We’ve got over twenty items we’ll be releasing in 2016. Here’s a sneak peek at items to be released over the next few updates;
Thank you to everyone who’s been contributing; excellent work! We’ll be continuing to review any new UGC created for possible inclusion in the future. Be sure to check out the Workshop Queue and vote on items you want to see in game!
Hi all! We’ve got some news about upcoming Chivalry UGC. Although things have slowed down a bit in the realm of Agatha because of our upcoming new game, Mirage: Arcane Warfare, Chivalry patches and content updates are still planned, if a bit infrequently.
We’ve got over twenty items we’ll be releasing in 2016. Here’s a sneak peek at items to be released over the next few updates;
Thank you to everyone who’s been contributing; excellent work! We’ll be continuing to review any new UGC created for possible inclusion in the future. Be sure to check out the Workshop Queue and vote on items you want to see in game!
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.