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Chivalry: Medieval Warfare

Akarnir

Educated
Joined
Feb 10, 2013
Messages
218
:necro:


Game turned out to be quite a success after all. They acquired a physical studio recently. So they're finally done with the basement phase.
Some Best indie game of the year awards (i think), one of the top sellers on steam for quite some time (in numbers of copies sold), without the use of mega promotion (it never went under 12$). 4chan even elected it 2nd best gameplay of the year.

For a bunch of basement modders, that went pretty well.

Once they release the Modding tools a la Half life 2, I expect the community to explode.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
the addition of modification programs will likely catalyse the game's potential. I still think the M&M: Dark Messiah template should be incorporated into the official game's design, even as an optional mode of playing. By which I mean the class skills for multiplayer that advance in level over the course of a round. I'm also looking forward to character customisation which the recent developer video intimated would begin in a direction similar to what is presently 'available' in ffa game modes. In other words, the different coloured surcoats. And I say 'available' because there is a method to increase the chances of one's character having the colour set they prefer.

anyway since the content patch update I've started making use of the halberd with some frequency, now that it is finally balanced I'm quite fond of it as a weapon style even if I don't care for reactive play or a focus on thrusting attacks. Although I'm still not certain on the difference in ranges between the overhead and thrust attacks which are decisive aspects to know of depending on intended movements. Besides the halberd I've also started to learn and I guess begin to specialise with the billhook which is an effective selection in its own right when the recovery aspect is sufficiently utilised.
 

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