Torn Banner Studios has delivered Chivalry 2 update 1.25 (PS5 version 1.025) on all platforms, and this brings the “Raiding Party” patch! This introduces cross-platform parties (in beta), a new map, a new game mode and more! Read on for the official Chivalry 2 May 2 patch notes.
In addition to this exciting PS Plus news, content update 2.8 is right around the corner! Releasing May 1, Chivalry 2 introduces cross-platform parties beta, a brand new Team Objective Map – The Sacking of Bridgetown, the Heavy Cavalry Sword, a new Campaign Pass – Raiding Party, a new gamemode – Mounted Arena, combat changes, and quality of life improvements in Chivalry 2’s new Raiding Party Update! Read on below.
Our biggest list of patch notes ever!
Cross-platform Parties (BETA)
Stronghold – Performance Improvements
New Campaign Pass – “Raiding Party”
New Team Objective map – “The Sacking of Bridgetown”
New Limited Time Arena Mode – “Mounted Arena”
New Weapon – Heavy Cavalry Sword
Horses now available in Lionspire!
Combat changes
QoL improvements
Maps
New Team Objective Map
The Sacking of Bridgetown
Aberfell
Fixed an issue where pushable stone markers would persist when joining mid-match
Fixed an issue where Masons would sometimes spawn underground during Stage 4
Fixed an issue where hitting the Druids would not grant personal points for an Attacker
Fixed an issue where Agathians would sometimes be unable to move during initial spawn when playing Offline
Askandir
Adjusted fire volumes of lit book shelves during the last objective stage
Fixed an issue where Tenosian archers were not drawing their bows during cinematic intro
Added Masons to boats during cinematic intro
Bulwark
Reduced attacker spawn time during Stage 3
Reduced defense recapture rate during Stage 3
Courtyard
Fixed tree collisions to address damage avoidance exploits
Fixed an issue where Agathian Peasants could not emote, eat, or heal for the duration of their life
Coxwell
Removed carriable barrels from last stage
Adjusted defender combat zones during last stage
Fixed Out of Combat zone exploits during last stage
Dark Forest
Addressed an exploit where the VIP could reach the top of the castle during the final stage
Fixed an issue where a cart on fire was invisible to players yet collisions were still present
Falmire
Adjusted overall Out of Combat zones
Fixed Mason spawns facing away after Thorne reaches the halfway point to his objective
Fixed multiple areas where the spectator camera could escape level boundaries
Fighting Pit
Polished cinematic camera speed during Warm Up period cinematic
Fixed a spawn that would spawn the player in the air during FFA
Fixed an issue where constructables could be placed directly in front of spawns
Galencourt
Stage 1
Addressed an exploit where players could reach the top of the buildings via catapult
Stage 2
Added a small buffer period to give Agatha more time in the combat zone when transitioning to Stage 2
Stage 3
Fixed collisions for Stage 3 being abused to avoid damage from attacks
Addressed an exploit where Masons could fast track explosives
Stage 4
Fixed tree collisions to address damage avoidance exploits
Stage 5
Fixed an issue where attackers would be out of combat in last stage if the gate is destroyed too quickly
Stage 6
Fixed an issue where monks would not spawn if previous stage was completed too quickly
Hippodrome
Fixed an issue where dying on horseback would result in the player falling through the floor in certain areas
Lionspire
Added horses – map now available in the Mounted Warfare queue
Adjusted combat zones for Stage 2 to allow Agathians to reach their catapult after it goes into mason-held territory
Rudhelm
Fixed a camera timing issue during Warm Up period cinematic
Fixed an issue where the pushing / contesting UI would not appear for players on Horseback
Fixed an issue where Agatha shields would not change if picked up by the VIP
Fixed an issue where the siege ramps could complete by themselves towards the end of the objective
Stronghold
Optimized King Argon II’s textures for performance
Optimized cinematic and map art for increase in performance
Fixed an issue where players could land on an out of bounds ledge next to the fortress
Fixed an issue where horses would get stuck on ammo crates when riding around
Stage 1
Added constructable exclusion zones around objectives to help with objective difficulty
Fixed an issue where players would sometimes not spawn running
Stage 2
Fixed a Run-In Spawner resulting in Agatha Players being knocked down out of spawn
Fixed an issue where the left catapult would launch a player up instead of forwards
Moved catapults forward slightly to allow the player to walk around it
Stage 3
Fixed an issue where bots would get stuck at the base of the hill
Fixed a Run-In Spawner resulting in Agatha Players being knocked down out of spawn
Fixed collisions for some static objects in the bailey
Made the jump path near the walls slightly smoother
Adjusted Mason Spawn position closer to the castle
Stage 4
Fixed an issue where players could get stuck Out of Bounds next to the fort left side
Stage 5
Fixed an issue where Agathians could spawn underground from right spawn
Stage 6
Fixed an exploit where players could reach an out of bounds area in a building section lacking collision
Wardenglade
Fixed an issue where the Commander bots would not move into combat after speech
Customization
Made the Viking Braid hairstyle available for female head variants
Made the Painted Tilting helmet available for Agatha
Made the Mason Tournament Helmets available for other armour sets
Made the Closed Dreadmare Helmet available for other armour sets
Adjusted the Tamar’s Battle Garb armour set coloring to assist with team readability
Fixed an issue where the Cross-Hilt Sword variants would appear extremely bloody after multiple kills
Fixed an issue where the Golden Rune Hammer was not present as a FFA customization option
Fixed multiple armour sets that experienced instances of stretched limbs or improper dismemberments
Fixed an issue where the Agatha Lion Helm would duplicate if knocked off during combat
Fixed an issue where some helmets would “sparkle” on lower settings
Fixed an issue with the Tenosian footman armour’s roughness values in its metallic material
Fixed an issue where the Winter War Campaign weapon variants would fall through the map
Added open helmet variants for the following helmets:
Tilting Helmet
Pigfaced Bascinet
Protector Helmet
Heavy Bascinet
Added heraldry and Tenosian Vanguard customization for reaching LVL 1000
Agatha – “Sword of Bravery”
Mason – “Sword of Glory”
Tenosian Vanguard – “Sword of Balance”
Combat
Arrow Cam
Addressed an exploit where players could interact with objects through Arrow Cam
Takedown Threshold
Takedown requirement has been adjusted to 25 from 50
To encourage players to use more of their potential combat options (and to give longbow users their fair chance at a takedown), we have adjusted the takedown threshold to 25 for a takedown credit.
Parry
Fixed an issue where players could get disarmed when out of stamina during Active Parry
Slightly increased the width of the parry box to increase its effectiveness against late stab drags
Certain weapons like two-handed spear and longsword were able to get around the parry box at the tail end of their stab attacks via dragging. This change addresses these instances where the attack should have been blocked.
Fixed an exploit where certain weapons could circumvent an opponent’s parry when feinting from Slash to Alt Slash
Certain weapons like the Longsword, Messer, and other thin weapons could circumvent an opponent’s block through the use of Slash to Alt Slash feint attacks. To address this, the positioning of a player’s block was slightly adjusted to close any front facing gaps.
Jabs
Addressed an exploit where jabs could circumvent cooldown when jabbing after a dodge
Addressed an exploit where jabs could circumvent cooldown when part of an attack combo
Addressed an exploit where jabs could circumvent cooldown when used after a combo feint
Fixed an issue where jabs would come out faster while holding an offhand item
Slightly reduced horizontal size of jab’s hitbox
The jab’s horizontal radius has been slightly decreased for polish and to allow it to be dodged a little more successfully through the use of footwork and crouching. In addition, multiple instances where the jab could circumvent cooldown under certain combat conditions were addressed to maintain consistency.
Shields
Fixed an issue where the pavise shield would disrupt player movement
Fixed an issue where shields on the player’s back would make them a bigger target for attacks
Heavy shields now block all projectiles when equipped from the back
Shields were unintentionally increasing the player’s hitbox, allowing attacks to land hits outside of expected collision conditions. This fix addresses this concern as well as adding another feature for heavy shields during combat.
General
Addressed an exploit where the flaming chicken could damage and set teammates on fire, to prevent griefing
The Flaming Chicken griefing exploit fix was initially done for 2.7 but was held for release for further fixes that had to be addressed as a result of this change.
Addressed an exploit where heavy attacks and feint attacks could be canceled in neutral after a previously successful attack
If the player had previously landed an attack against a player or object that could receive damage, the player could at any point cancel a heavy or feint attack into block during neutral engagement. This resulted in noted exploits in the community such as “quadruple feints” and more.
Added bonus score for Defense
In order to further encourage players who are on the Defending team of a given Team Objective map, bonus score is given to those who defeat Attacking team opponents.
Fixed an issue where players would be kicked for team damage from objectives
Certain objectives have the functionality to cause damage to players. This damage applies universally. Situations like the ram on Lionspire or petards on Falmire had the chance to kill too many players on the same team, causing the game to unfairly kick the player who initiated the objective for excessive team damage. This issue was addressed in light of this.
Addressed an exploit where players could attack faster than combos through spamming counter inputs into blocks
It was discovered that if a player inputs a counter, inputs block after a successful hit, and then inputs another counter attempt afterwards, their attack speed would be faster than a typical combo. This was noted to be effective with certain weapons such as the one-handed mace or two-handed spear. The pace when counters come out after a previous successful hit was slightly adjusted as a result. This does not impact counter input speed.
Fixed an issue where players would sometimes teleport while dodging or tackling
Fixed an issue where players would not switch to their secondary weapon after the primary weapon has been used up
Fixed an issue where team damage would stop healing when out of combat
Fixed an issue where players could maintain sprint speed while holding crouch on run in spawn
Fixed an issue where interacting with objects while using the controller would cause the emote wheel to appear
Fixed an issue where dying to a spike trap after being healed by a teammate would penalize the teammate’s score for team killing
Addressed an exploit where Horse momentum could be used for massively increased damage against destructible objectives
Weapons and Carryables
New Weapon – Heavy Cavalry Sword
Fixed an issue where the Vanguard sprint attack would have inaccurate tracers
Adjusted tracers for all weapons to address handle hits and further swing-throughs discovered
Many weapons were able to land hits earlier than intended due to tracers encompassing the handle of the weapon. Most notable offenders include weapons such as the poleaxe and pickaxe. To address this, tracers for all weapons were readjusted.
Bandage Kits
Fixed an issue where bandage kits would bounce off of teammates
Bear Trap
Fixed an issue where triggering a bear trap while sitting on a bench would cause the player to desync
Bottle
Fixed an issue where if the player threw a bottle while holding an offhand item, the player would wield their two-handed weapon with one hand
Catapults
Fixed a rare issue where loading a rock would not bring out the player’s primary weapon
Removed longshot bonus from Catapults
Players using catapults in early objective stages such as Stage 2 of Lionspire were able to climb the scoreboard early on in a match. Given the destructive capabilities of the catapult in comparison to other range based weapons of warfare, this was addressed by removing this bonus per kill.
Crossbow
Fixed an issue where the player would disconnect when using a melee attack followed by a reload
Greatsword
Fixed an exploit where the special attack could hit on frame 1 when looking all the way down
Heavy Mace
Adjusted stamina loss reduction from 20% to 10%
Horse
Fixed an issue where in certain situations rear kicking an opponent would make the opponent unable to move forward or backward
Javelin
Fixed an issue where refilling ammo would not auto-equip the weapon if the player had no other weapons in their hands
Katars
Fixed an issue where the sprinting special attack hitboxes were ending too early
Extended tracer duration by a few frames for the stab and slash attacks
Increased sprint attack damage from 30 to 60
Made headbutt timing faster to match it more in line with jab like other weapons
Decreased stamina drain when blocking attacks
Adjusted tracers overall for special attack
After further review and from player feedback received, it was noted that Katars were severely underperforming in comparison to other weapons. These changes aim to increase the unique strengths of the Katars as well as to allow them to have more opportunities in head to head engagements.
Messer
Fixed an exploit where the special attack could hit on frame 1 when looking all the way down
Poleaxe
Adjusted stamina loss reduction from 20% to 10%
Quarterstaff
Adjusted stamina loss reduction from 20% to 10%
Addressed an exploit where quarterstaff could indefinitely input slash attacks without running out of stamina over time
Sword
Fixed an issue where the sword would be unable to be picked up if using the Cross Hilt Sword customization variants
Throwing Knives
Fixed an issue where refilling ammo would not auto equip throwing knives while holding a one-handed weapon
Throwing Axe
Fixed an issue where refilling ammo would not auto-equip to the weapon if the player had no other weapons in their hands
New Carriables (featured in Bridgetown)
Grape Chunk
Millstone
Ploughs
One-handed toy horse
Nobles
Matchmaking
Addressed an issue where Xbox Parties would occasionally drop after map change
Fixed an issue where players under certain conditions would consistently receive the “Lost Connection” error when searching for a match in Arena modes
Standalone Servers
Fix for servers delisting after a while
Gamemodes
Arena
New Limited Time Mode – “Mounted Arena”
Performance and Crash Fixes
Optimized master materials for further performance improvements
Multiple crash fixes
Audio
Last Team Standing
Fixed an issue where the announcer was cut off during the introduction of certain LTS maps:
Courtyard
Tournament Grounds
Wardenglade
Northman VO
Fixed an issue where the VO would sometimes not play during a Footman sprint attack
Fixed an issue where the VO would play twice during any Heavy Attack
Stronghold
Fixed an issue where Argon II would ignore audio settings when first spawning in
Fixed an issue where the dynamic music would play during the opening cinematic
Fixed an issue where the Victory music would not play if Argon succeeded in the last objective
Fixed an issue where the last words of Argon would not play if defeated
General
Fixed an issue where sound would sometimes become muffled after spawning in Third Person
Fixed an issue with multiple personalities not using special windup VO during special attacks
Fixed an issue where the VIP sound listener would sometimes alternate from side to side
Applied a sound effect for when the lance is fully couched on horseback
UI
Added description for the “Mounted Warfare” queue
Polished and added UI elements for Store, Campaigns, and Campaign progress
Implemented UI elements for Cross Platform Parties and Friends
Implemented UI elements for multiple Campaigns
Fixed an issue where the pushable progress bar would not show up for players on Horseback
Fixed an issue where the controller prompt icon was missing for the Arrow Cam tip UI
Fixed an issue where player counts would not accurately update in Server Browser
[Controller] – Fixed an issue where directional pad inputs would be occasionally ignored
[Controller] – Fixed an issue where interacting with objects would cause the emote wheel to appear
[Controller] – Fixed an issue where scrolling through Campaign rapidly would lock UI navigation
[Playstation] – Fixed an issue where the Special Edition bundle was not displaying in the store properly
Multiple localization fixes made
Misc
Gamepad players can now hold their throws for a time before throwing an item
[PC] – Added rebind option for the Console open Key
Fixed an issue where the client would hitch after loading fonts in some languages
Fixed an issue where few NPCs were wearing Argon II’s armour (there can only be one King of Agatha)
Fixed an issue where locked and unbought nicknames could be equipped in the armoury
Fixed an issue where Campaign XP would not be granted when launching the game for the first time
Fixed an issue where premium Campaign items would remain locked after purchasing the premium Campaign mid-progress until rebooting game
Fixed an issue where multiple achievements/trophies would not unlock
Fixed the hand placement when carrying petards in third person perspective
Fixed an issue where players would be unable to swap teams in Offline Mode
Fixed an issue where the “Brave Sir Robin” achievement would not unlock in Online modes
Fixed an issue where the “Battle of the Bastards” achievement would not unlock
[Consoles] – Fixed an issue where consoles could not join Passworded servers in Server Browser successfully
Known Issues
Cross-Platform Parties BETA
Signing into a different account while the game is open keeps the same friend invite code
New leader’s name does not display for other clients on pop-up banner when old leader leaves
In game UI may not list all players in the party
Xbox Series X cannot remove a Steam friend
General
Achievement progress visually does not track (but does increment properly behind the scenes). Firing 1000 arrows achievement for example will not properly represent how many arrows you’ve fired, but it will still update the actual number and unlock at 1000.
Shield users are unable to charge attack and tackle when projectiles are in the shield
Occasional screen hitching/freezing when playing
Occasional state mismatch between client and server for counter success or riposte success
1P mesh is being used for shadows
Kills on the progression tab are not incrementing properly
Attacking with your player and kicking with the horse at the same time locks horse movement to right and left (workaround is to kick again to unlock horse movement)
Customization
[PC] (Potentially Resolved) First spawn in a map results in an uncustomized shield
Console
Console players may experience trouble reporting other players
For more info on the new content in today’s patch, head on over to the official blog post about it.