Chivalry: Medieval Warfare Articles RSS Feed | Chivalry: Medieval Warfare RSS Feed on en Launch Media Network Chivalry 2 Open Crossplay Beta Sieges All Platforms Today Mon, 17 May 2021 15:31:27 -0400 David Carcasole

Torn Banner Studios' upcoming continuation of the Chivalry franchise, Chivalry 2, is on the horizon, and the game's cross play open beta will officially begin later this month on May 27, 2021, at 11 a.m. EST. It will conclude on June 1, 2021, at the same time. 

The Chivalry 2 open beta is the final one before the game launches globally on June 8, and it will be available on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC via the Epic Games Store.

Chivalry 2 has already hosted a closed beta to initially test cross play functionality, where we got a chance to get our boots in the mud and cry out on the battlefield, armed with lethal chickens galore. 

This open beta does more than just allow for anyone to get in on the action; it also brings to the battleground two new maps, a new game mode, and more server options. It will also provide full character customization so you can look as stylish as possible while lopping off the heads of your opponents. 

Finally, the open beta comes alongside the release of the game's official soundtrack on the Spotify music streaming service, as well as a number of other services such as: 

  • Amazon Music
  • Apple Music
  • Bandcamp 
  • Deezer
  • Soundcloud
  • YouTube

It is worth noting that the open beta is available for free to everyone on PlayStation, regardless of PlayStation Plus subscription status, while Xbox players will need to be signed up for Xbox Live Gold to participate. You can also pre-load the beta a day early, so you won't miss any of the fun. 

Trade In Your Guns: Arcane Warfare is the Future of FPS Fri, 05 May 2017 09:46:13 -0400 Jonathan Moore

From the developers of Chivalry: Medieval Warfare comes an exciting new voyage into the FPS genre -- one full of magic, swords, and lopped-off heads. Due to release May 23 on Steam, and currently in open beta, Mirage: Arcane Warfare is Torn Banner Studios’ latest foray into the first-person slasher genre.

Unlike other first-person shooters that predicate themselves on twitch gameplay and ludicrous loadouts, Mirage trades in high-tech weaponry for spells and scimitars, maces and gruesome mayhem. Where Chivalry is more an exercise in brute force, Mirage takes that team-based formula and vastly improves upon it, infusing raucous battles with deep tactical strategy.

After spending about 10 hours with the Mirage: Arcane Warfare beta, it’s safe to say that this multiplayer FPS is leading the charge into the future of skill-based melee combat.

Fighting in Mirage is Frenetic, Yet Full of Tactical Strategy

Sporting six death-dealing classes, which we’ll talk more about in a few paragraphs, players have a bevy of ways by which to send their opponents to the afterlife. And although fighting in Mirage: Arcane Warfare takes some getting used to -- especially if you’ve not honed your skills in Chivalry or are new to the genre -- it only takes a couple of matches in the trenches to get the hang of blocking, attacking, riposting, and skewering. Lopping off an arm with a scimitar or burning the skin off your opponent with a precisely placed meteoric firestorm feels intuitive and natural -- as if you’ve always been a death-dealing murder machine.

Toying with opponents has never been more fun. Like Chivalry: Medieval Warfare before it, your biggest ally in Mirage battles is patience. Here, skirmishes are faster and more frenetic. But waiting until the opportune moment to strike or parry is an essential skill you must learn early and implement often, lending even the most chaotic encounters a balletic ebb and flow. Games of cat and mouse are commonplace -- with players attacking and retreating, always vying for the upper hand. Until a huge fireball or lance skewers you from behind.

But what really sets the combat off in Mirage is the game’s fluid and intuitive control scheme. All standard attacks are mapped to your mouse, while all powers are mapped to the QEF buttons on your keyboard. For players with smaller hands, this layout is optimal for quick, unobtrusive recall in combat. It also means you’ll never misuse an attack in the wrong situation, retreat when you’re not ready, or drop an AOE attack to disrupt an enemy team’s offensive.

Mirage: Arcane Warfare’s Eclectic Class of Damage Dealers

Each of class in Mirage: Arcane Warfare is unique, bringing to the battlefield its own set of distinctive attacks, weapons, and abilities. On top of that, each class has two combat presets, each sporting diverse weapons and special attacks. From ranged bolts of fire to powerful AOE attacks and defensive maneuvers -- including a kickass flying carpet -- these classes provide their own strengths and weaknesses in battle, fulfilling specific team-based roles such as tank and support.

Let’s take a quick look at each and what they bring to Mirage’s combat.


Arguably the most diverse combatant on the battlefield, the Entropist is a support/offense hybrid that’s able to heal allies with Healing Well and Healing Grenade, as well as deal damage from afar with abilities like Projectile Teleport.

He’s no tank, so up-close hack-and-slash isn’t his forte. Instead, he’s highly evasive and built for dash-attack-dash combat techniques. Oh, and he’s got a crazy fun magic carpet that can easily whisk him away from immediate danger.


Next to the Entropist, the Vigilist is Mirage Arcane’s best defensive support. Capable of blocking and negating incoming attacks and shielding allies from certain death, the Vigilist is agile and vigorous. This class crowd controls like nobody’s business by using skills like Iron Dome and Disperse, and is adept in quickly parrying incoming melees to set up devastating counterattacks.


This class is the hobgoblin of the FPS. A trap specialist and highly mobile, the Tinker is able to dip, dive, duck, and dodge around and away opponents with ease while attacking in short, vicious bursts. On top of that, this class is able to lay devastating traps for any enemy unlucky enough to fall into them, using abilities such as Stasis and Proximity Mine to dole out damage. This class’ strength is pushing enemies out of fights and murdering them for engaging any ally.


Ah, the Alchemancer. A true mage class, he’s capable of delivering devastating damage through the adept use of spells like Chaos Orb and Piercing Shot. Only capable of dispatching enemies at range, the Alchemancer is fairly easy to dispatch in close quarters, but a true marksman when left in the open field.


This class is truly vicious. Whether at mid-range or up close, the Vypress relies on evasion and accuracy to kill her enemies. This class is truly aggressive and highly focused on melee attacks at close quarters. Wielding a scimitar and blade-whip, the Vypress is also best used stealthily and from the shadows. She can be a real pain in the neck…unless you’re the one doling out the pain.


This guy’s a tank. Sporting heavy armor and a terrifyingly huge mace, the Taurant class is a bull on the battlefield. Getting up close and personal is his M.O. -- especially with special attacks such as Charge, Boulder, and Leapslam rounding out his brutal repertoire of moves. Being able to take and dish ample amounts of damage, this is a class that requires less finesse than other classes, and is a good starting point for newcomers to Mirage Arcane’s battle system.

Maps and Modes: Mirage Arcane Delivers in Spades

Combat between Mirage: Arcane Warfare’s two factions currently plays out in 10 theaters of war. The diverse offering of killing floors -- ranging from wide-open desert maps to near-claustrophobic temples with abundant verticality -- are filled with arresting design decisions, many that provide players with multiple pathways to a kill (or kills). There’s nothing like rushing a room with a Taurant and murdering everyone inside -- or watching those lucky enough to escape your wrath scurry through tight entry points and corridors like terrified rats.

Each map also provides players with unique tactical advantages that play into the strengths and weaknesses of each class. So not only must players use their skill to defeat enemies, but they must also use wit and guile to exploit the advantages and comprehend the disadvantages of any lane or pathway.

On top of that, Torn Banner challenges players via modes such as Team Deathmatch, CTF, and Push -- a frenzied mode in which glyphs (or capture points) move about the map as teams attempt to capture them. Although these modes may appear passé at first glance, Torn Banner has infused each with a uniqueness -- via level design and class development -- that keeps players on edge and guessing as they play.


Meeting at the “intersection between close-quarters and ranged combat,” Mirage Arcane’s developers have promised that players will feel the crunch of maces against bone and the smell of rending flesh seared by a sorcerer’s flame-bolt. And with Mirage’s ragdoll physics and gore-centric fantasy combat taking center stage, we can officially say they’ve delivered on their promise. This game provides a powerfully tight package of competitive gameplay that will excite and engage any FPS fan.

Anyone looking to trade in their guns for a strategic, skill-based alternative to today’s over-the-top modern warfares should take note of Mirage, as its civil war is bound to recruit many an FPS fan when it launches on May 23.

Pre-order the Chivalry Dev's New Game Mirage: Arcane Warfare and Get in the Beta Tue, 28 Mar 2017 06:41:09 -0400 Paige McGovern

Both pre-orders and the closed beta of Mirage: Arcane Warfare launched today on Steam.

Developed by Torn Banner Studios (the developers of Chivalry: Medieval Warfare), Mirage: Arcane Warfare is a multiplayer skill-based FPS. The game has both magic and melee combat to appeal to a wide player base. Its closed beta will be available until around May 23, the official release date.

The closed beta features:

  • All six character classes
  • Two tiers of interchangeable magical abilities
  • 5 game modes
  • 11 environments
  • No NDA (players can now broadcast gameplay)
  • An introduction to the mage Entropist

To get into the game now, Steam users can order The Standard Edition for only $29.99. This edition includes:

  • Instant closed beta access
  • Closed beta Friend Key (if pre-ordering)
  • Full version of Mirage: Arcane Warfare
  • "Bones of the Bygone" helmet pack

For an additional $10, players can upgrade to the Special Edition. The benefits include:

  • The Standard Edition
  • The original soundtrack
  • "Honor Masks" helmet pack
  • Welcome Random Drops package
  • HD Fan pack (Wallpapers, propaganda art, and a world map)
  • Chivalry: Medieval Warfare Complete Edition

Those who own the popular Chivalry: Medieval Warfare can receive 10% off. Conveniently, Chivalry can be downloaded for free on Steam for today only, so everyone can enjoy this discount.

Both the Standard and Special Editions are available for purchase now on the game's Steam page.

Watch the new trailer for the beta below:

Latency: A Story That Almost Made Me Give Up Online Gaming Mon, 18 Apr 2016 05:15:35 -0400 Justin McGovney

You have absolutely no idea how many times I used to see that screen. 

"You've been kicked from the game."

"[Insert name here] disconnected you from the server."

"You were kicked from the lobby."

The list goes on.

Many of you are probably wondering why I am writing about something that is so common with online gaming. But, I'm going to say this right out.

I think it is absolutely wrong to kick players from a game based upon latency alone. Pinging is the worst thing that games can allow players to do online.

Odd opinion, huh? I mean, nobody wants lag in their games, especially while playing online, right? Well, I'm going to tell you all a little story that shines some light on to why I think this way. And maybe, just maybe, it can change your view about latency and online-gaming, even just a little.

Alone in the Woods

In a previous article about depression and gaming addiction, I described about my move from California to the middle of Appalachia in North Carolina. So you can understand a little bit more about my seemingly strange opinion about latency, let me to expand a little bit more about growing up in the Boonies. 

In the area where I lived (and where my family still currently lives) did not have Internet access for the longest time. Eventually, around 2004, we were able to gain Internet access through DirecTV through their service called DirecWay via satellite (which eventually became the Devil itself: HughesNet). This was the first time I was able to use speeds that weren't dial-up. You have no idea how excited I was. And, one of the first things I was planning to do was to play games online for the first time.

There was game in particular that I had set my sights on: Warcraft III: Reign of Chaos. When my cousin lived in the house at the time, I used to watch him play Warcraft III all the time. I was rather envious (because he would never let me play it, only watch). When I learned that you could play against other people online, I was ecstatic. I was going to play Warcraft III online no matter what. When my cousin moved out, he gave me the game and its Frozen Throne expansion because he didn't want them anymore. I about lost it. I was so happy. 

Now, with our new Internet access, I immediately jumped onto to play the game that I had always wanted to play. 

However, things did not turn out how I expected. This was because I saw this screen more than often than any other:

I either saw this or a similar screen (saying "You were kicked from the game." or "You were disconnected. Return to menu." I was shocked. I was not able to play this awesome game in the way I wanted to. I was so confused. But then, I began to pay attention to why this happened to me all the time. And I was pissed when I understood it all.

Get Out Of Our Lobby

Besides having to deal with the maddening policies of DirecWay (later Hughesnet), the reason why I wasn't able to hardly play Warcraft III online was because of two reasons: latency and "pinging". To give a quick lesson, latency is basically the time interval between a stimulation and response. In terms of the Internet, it is basically the time it takes for your computer to download the data you are streaming and your computer's upload response to that downloading. The lower your latency, the quicker your computer is responding, thus making you able to keep up with the data being streamed. The higher your latency, the slower your computer is responding, making your computer run slower and have horrible react times to the stimuli in an online gaming experience. The bad thing about a high latency is that it doesn't just affect you, it affects everyone with horrible lag.

Now that I have said that, you are probably wondering why I think it's bad to kick players from a an online game if they have a high latency. And it's because you have no idea why an individual has a high latency. They could have a bad computer, less-than-optimal hardware, or, if they are like me, they are stuck in a crappy geographic location for Internet access.

But what complicates this situation is "pinging".

What is "pinging" you ask? "Pinging" is a process where an individual can use from their computer to send a signal to another computer to see if it is actually working. For online gaming, "pinging" is used to test another player's latency to see if it is high or low. Many games, such as Chivalry: Medieval Warfare, will already go ahead and list the latency by a player's name without having to have pinging involved. But, back in the early days, many games with online capabilities had a ping program built into them.

Looking at this screenshot as an example, whoever is the host can use the ping program to test the latency of the other players in the lobby. If someone has a high one, they would kick them out.

I hated this so much. I mean, it wasn't my fault that I lived in the area I did. My latency levels were never off-the-charts bad. However, I came to realize that many players had a "baseline" level of latency that they found acceptable before starting a game. Those that don't meet or surpass that baseline were kicked. 

In my case, there was one player in particular whose username I will never forget on that, whenever they saw my name, they automatically kicked me from a game (that is public might I add.) I had and still have no idea who the person is in real life. But, on, they saw my name and they straight kicked me based upon my latency. I literally almost entirely stopped playing games online from that point on because I knew that I was going to be kicked no matter what.

And that's where the problem lies. I felt that few players had way too much power in determining who plays a game or not. Of course, this isn't an issue on a private server or private game. But when you make a game that is open to the public, before you just straight kick someone out of a game, I believe that you should at least ask "Hey, why is your latency high?" For all you know, a collection of clouds may have passed over their house, affecting the signal from their satellite dish to the satellite. Or, their Internet may have a temporary hiccup. It's just wrong to kick players out just because they don't meet your acceptable range of latency.  

Luckily, things changed for me and I eventually got better Internet access. Now, I live in a different city and have pretty darn good access.

While testing for latency has changed with more games testing ping automatically, I still think that automatic kicking is a problem.

I personally believe that you ask a simple question about why their latency is high and see what happens shortly after. Their latency could pick up. You don't know. The other players don't know. The moderators don't know. Even the Internet doesn't know.

Maybe one of you can explain to me why this happens, or whether straight up kicking people out of games is really acceptable. Just because someone has a different living situation or something temporary happens does not mean that it's good for online-gaming to exclude these people. Reacting with something along the lines of "Get out! I wanna play mai gamez NOW!!!" isn't helpful. It doesn't fix the situation, nor does it solve much for the individual who is having online woes. We, as gamers, should be inclusive, helpful, and understanding. 

What do you guys think? Has this happened to you? Are you a big time "pinger"? Let me know in a comment! I definitely would like to learn more about this and I'm sure others do too!

Humble Bundle Store Debut - Sale! Mon, 11 Nov 2013 16:25:20 -0500 Courtney Gamache

Today marks the début for the Humble Bundle Store that involves many sales. The way the Humble Bundle Store is going to work is that 10% of the proceeds go to Charities, 75% goes to the Creator, and 15% goes as a Humble tip. As the store's contents will change daily, you can expect some great games to pass through that will catch your eye.

Games Currently in the Store

All of the games within the store are currently available on Steam, but they're at great prices you won't find until the holiday Steam sales:

  • Don't Starve - $7.49 (normally $14.99)
  • Rogue Legacy - $7.49 (normally $14.99)
  • Euro Truck Simulator 2 - $6.25 (normally $24.99)
  • Chivalry: Medieval Warfare - $6.25 (normally $24.99)
  • Natural Selection 2 - $6.25 (normally $24.99)
  • Orcs Must Die 2: Complete - $6.25 (normally $24.99)
  • The Swapper - $4.99 (normally $14.99)
  • Gunpoint - $4.99 (normally $9.99)
  • Prison Architect Alpha - $14.99 (normally $29.99)

I'll be keeping a close eye on the Humble Bundle Store daily in hopes of finding some great games. Humble Bundle has done a great job adding this Store to their website. They'll be able to take in more money for charities and their funding, while providing gamers with games at great affordable prices. I can't wait to see what else they'll do in the future.

Excited about the Humble Bundle Store? Comment below with what games you plan on getting today!

Chivalry: Medieval Warfare Sells 1 Million Copies Tue, 13 Aug 2013 13:05:17 -0400 Twister2202

An incredible milestone has been reached: Chivalry: Medieval Warfare has sold over 1.2 million copies in just 9 months! This infographic gives more details on sales numbers and which countries play the most.

To celebrate this milestone, Torn Banner studios has added character customization to Chivalry by way of a new update. This poster demonstrates the new customization feature and showcases only a glimpse of the possible variety including new helmets, tabard patterns and emblems:

When you have a million opponents you need to be able to stand out from the crowd! Chivalry is available on Steam and features intense online swordplay in what they call a “First-Person Slasher”.

Other changes and fixes in Content Update 2 are below:

* Server browser fixes!(Tabs works better, favorites work better, browser now uses the Steamworks library optimally and is less likely to make your router cry, etc)
* Tavern map length reduced to 10 minutes.
* Stamina drain from successfully parrying attacks slightly reduced.
* Vanguard primary weapon knockback values toned down.
* Two-hander flinch duration down from 1.1 to 1.0.
* Special daze duration down from 2 to 1.8.
* Crossbow projectile speeds are lower, and the difference between light and heavy crossbow is less drastic.
* Corrected Bardiche sprint attack being .15 faster than other sprint attacks.
* Flail overhead windup from .55 to .5.
* Heavy Flail overhead windup from .6 to .55.
* Spear slash windup from .425 to .475.
* Spear stab windup from .575 to .6.
* Brandistock slash windup from .45 to .5.
* Brandistock stab windup from .55 to .6.
* Fixed the attack grunt sound sometimes desyncing and playing after a late feint server-side.
* Fixed several map exploits.
* Fixed flinch disabling dodge if it occurs in an attack windup.
* Fixed counterattacks maintaining a parry box and blocking attacks during your counter.
* Fixed movement slow persisting after canceling a bow draw.
* Fixed crossbow forced reload after being hit.
* Fixed rebinding primary attack breaking the scoreboard keybind.
* Fixed some broken assets on various maps (missing collision/textures/etc.)
* Fixed missing Norse Sword icon and Falchion model in weapon select.
* Fixed the furthest target in the archer tutorial being unhittable.
* Fixed peasants spawning with weapons
* Fixed peasant death animations
* Fixed peasant hats turning into helmets when shot off with arrows
* Fixed objective labels (Mason messages were being display for Agatha objectives)