Chivalry 2: Changes to XP Gain in FFA Implemented in Patch 2.6.0

Patch 2.6.0
Patch 2.6.0 Torn Banner Studios

Do you play mostly free-for-all maps in Chivalry 2? If so, you’ll be happy to know that in Patch 2.6.0, the XP rewarded to you is now increased based on match length. In other words, the longer the match, the higher the XP you will get.

Developer Torn Banner Studios has also implemented a new team switching restriction in Patch 2.6.0. You are now allowed to switch teams manually if your team has 32 players and the other group only has 29 or 30. This is applied the moment a given match is loaded instead of during the warm-up phase.

Aside from the above changes, balancing adjustments have been implemented for some weapons in Chivalry 2. For instance, the Highland Sword has reduced damage for the Slash, Heavy Slash, and Overhead attack types. The overall windup time for this weapon is slightly increased as well. The changes made to the Highland Sword are due to it being one of the best-performing weapons in the game, especially in terms of damage vs. length.

Other changes in this update are:

WEAPON BALANCING
Javelin
  • Tightened turn cap to be more in line with other adjustments seen in spears
Lance
  • Decreased couching speed and camera zoom
  • Polished lance breaking (particles more visible, lance properly vanishes)
  • Couch is canceled when entering an Out of Combat zone
One-handed Spear
  • Reduced combo speed from 0.25 to 0.275
  • Reduced attack knockback slightly by 15%
  • Removed thwacking
Two-handed Spear
  • Reduced combo speed from 0.3 to 0.325
  • Reduced attack knockback slightly by 15%
  • Removed thwacking
COMBAT
Dodging
  • Can no longer dodge during the late stages of a counter’s windup. Dodging during the windup to a counter now behaves similarly to dodging during heavy attacks.
Horses
  • Made breakable fences breakable by horse momentum (seen in maps like Raid of Aberfell)
  • Added takedown score for killing an enemy horse
  • Improved horse collisions in relation to constructables
  • Adjusted horse fall damage to be similar to player fall damage (in terms of the percentage of their respective of health pool)
  • Horses now play a more substantial reaction sound on impacting with the ground based on fall distance
  • Horses now stagger (play a specific animation) if they fall from a high distance
  • Horses that die from fall damage now ragdoll
  • Horses no longer stagger when hit by a lance
  • VIPs can not ride horses (The heir’s ego is too big)
  • Improved horse navigation collision around siege ramps and catapults
  • Fixed an issue where mounting a horse would refill the archer’s ammo
  • Fixed an issue where a vanguard sprint attack would stagger horse riders
  • Fixed an issue where horses could get stuck in constructable spikes if timed correctly
  • Fixed an issue where players could fall through the ground when being killed during horse dismount

You can read the full patch notes here.

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