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* OrderVersusChaos: The Royalist, orderly Agathians versus the social Darwinist Masons.


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* SlobsVersusSnobs: In addition to the OrderVersusChaos dynamic, the Mason and Agatha conflict has shades of this. Levels owned by The Masons have an aesthetic that leans towards TheDungAges, small villages filled with mud and filthy peasants or large military citadels filled with blood and torture devices, and their soldiers often have a more haphazard style of dress. Meanwhile Agatha live in cities that are practically CrystalSpiresAndTogas levels of beautiful, their farming villages look like {{Arcadia}}, and they dress in neat and polished armor sets.

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The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties. The premiere mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch, 3v3 Arena, and Free For All modes, the last of which can also be used for dueling via an honor system.

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The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties. The premiere premier mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch, Last Team Standing, 3v3 Arena, 1v1 Arena, and Free For All modes, the last of which can also be used for dueling via an honor system.



* AudibleSharpness: All over the place! Bladed weapons make exaggerated "sharpness" sounds when swung or drawn.

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* AudibleSharpness: All over the place! Bladed weapons make exaggerated "sharpness" sounds when swung or drawn. Nobody's even wearing any scabbards.
* BackStab: The Vanguard Ambusher has the unique perk of dealing extra damage when striking enemies in the back. It is also the only class able to start with the Dagger, which has a particularly strong special attack, a reverse-grip stab. An Ambusher who manages to pull off a Dagger special to the back will deal more damage than even a Highlander Sword to the face.



** Although it can sometimes be difficult to find a spare bow, the melee classes are perfectly capable of picking one up and relying on their decent secondary weapons for melee. For the Vanguard Raider, that secondary weapon could be a very ''large'' sword in accord.
* CharacterClassSystem: The four classes of Archer, Footman (renamed from Man-at-arms), Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their support power.

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** Although it can sometimes be difficult to find a spare bow, the melee classes are perfectly capable of picking one up and relying on their decent secondary weapons for melee. For the Vanguard Raider, that secondary weapon could be a very ''large'' sword Kriegsmesser (1.5 meter-long German war sword) in accord.
* CharacterClassSystem: The four classes of Archer, Footman (renamed from Man-at-arms), Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their options, support power.power, and often a unique perk.



* ImmuneToFlinching: All [=VIPs=] such as the Mason Heir, Thawne, the Galencourt warrior monks, and the Aberfell druids do not have their attacks interrupted by damage.



* MadeOfIron: In the "Escape from Falmire" map, Thawne is an Agathian war hero who had been imprisoned by the Masons. He's shirtless and wears no armor, yet he has a ''huge'' amount of health that outdoes the durability of a fully armored knight several times over. At half health, the Agathian announcer calls out that he's "gravely wounded", despite being able to take about ten more axe swings to the face without dying.

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* MadeOfIron: In the "Escape from Falmire" map, Thawne is an Agathian war hero who had been imprisoned by the Masons. He's shirtless and He wears no armor, yet he has a ''huge'' amount of health that outdoes the durability of a fully armored knight several times over. At half health, the Agathian announcer calls out that he's "gravely wounded", despite being able to take about ten more axe swings to the face without dying.



* SuperDrowningSkills: While a lot of water hazards are quite deep with no easy way out, the player characters will instantly die if water even touches above waist-height.

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* ShowsDamage:
** At certain health thresholds, player avatars will have increasing amounts of blood spatter on their bodies, which will disappear again if healed.
** There's a subtle change in the posture of player avatars as health decreases. During certain animations, such as when standing idle or walking slowly, the avatar will become increasingly hunched over in proportion to the amount of missing health.
* SuperDrowningSkills: While a lot of water hazards are quite deep with no easy way out, out (not to mention all the steel that everyone is weighed down with), the player characters will instantly die if water even touches above waist-height.

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* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical. Bows and crossbows can also be thrown for less damage than even a jab.

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* ImprobableUseOfAWeapon: ImprobableUseOfAWeapon:
**
Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical. Bows and crossbows can also be thrown for less damage than even a jab.jab.
** In general, the developers have publicly stated that ''Chivalry'' is not meant to be taken as a historically accurate combat simulation. Rather, it's more like a bar brawl where everyone is UnskilledButStrong and puts their full strength into every attack.
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* AgonizingStomachWound: Most deaths either have the character instantly ragdoll or else enter a brief prerecorded animation that's a little more interesting to watch, depending on where the last blow was struck. One possible death animation when the last strike was to the stomach has the character stand there clutching their stomach for over five seconds before finally keeling over, the longest animation by far and a very long time for a game with such a frenetic pace.

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* KillerRabbit: The Raid on Aberfell map has an area slightly off the main path that includes bones strewn outside a dark cave mouth. Approaching the cave may result in a rabbit flying out and instantly killing your avatar in a ShoutOut to the original killer rabbit.



* ParryingBullets: The timing required is very tight, but it's possible to ''counter attack'' arrows to nullify their damage.

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* ParryingBullets: The timing required is very tight, but it's possible to ''counter attack'' arrows to nullify their damage. Any other thrown weapon (including javelins) can be simply blocked.

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* AnArmAndALeg: Rarely, a player dealt a near-lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.

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* AnArmAndALeg: Rarely, a player dealt a near-lethal blow may lose an arm one or both arms and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.mode. This starts a bleed out timer, but doing enough damage quickly will give the player a second wind and let them continue minus the arm(s) indefinitely



* CherryTapping: Scoring knockdowns or kills via jabs, fists, kicks, or ridiculous improvised weapons such as thrown fish or chickens.

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* CherryTapping: Scoring knockdowns or kills via jabs, fists, kicks, or ridiculous improvised weapons such as thrown fish or chickens. Some of them give an extra 10 points for doing so.



* EscortMission: In the "Escape from Falmire" map, the Agathians must escort another player in the role of war hero Thawne to a docked boat, while the Masons try to kill Thawne or exhaust the clock.



* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical. Bows and crossbows can also be thrown for a whopping 7 damage, which is less than even the 10 damage from a jab.

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* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical. Bows and crossbows can also be thrown for a whopping 7 damage, which is less damage than even the 10 damage from a jab.


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* ParryingBullets: The timing required is very tight, but it's possible to ''counter attack'' arrows to nullify their damage.

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* GrievousHarmWithABody: Anyone's decapitated head can be picked up and used as a thrown weapon. Some maps feature baskets of severed arms that can act as a bludgeoning melee weapon. The Aberfell map features peasants and pigs that are intended to be carried to a boat, but they can be thrown at opposing players for damage as well.

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* GrievousHarmWithABody: Anyone's decapitated head can be picked up and used as a thrown weapon. Some maps feature baskets of severed arms that can act as a bludgeoning melee weapon.weapon (about on par with a cudgel). The Aberfell map features peasants and pigs that are intended to be carried to a boat, but they can be thrown at opposing players for damage as well.



* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.

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* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical. Bows and crossbows can also be thrown for a whopping 7 damage, which is less than even the 10 damage from a jab.


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* InvulnerableCivilians: Unlike other maps featuring very-much-vulnerable peasants, the peasants in "Raid on Aberfell" cannot be harmed. Justified in that they are subservient to the Masons (so the Masons have no reason to hurt them) and the Agathians are trying to ''steal'' them (so the Agathians have no reason to hurt them).


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* MadeOfIron: In the "Escape from Falmire" map, Thawne is an Agathian war hero who had been imprisoned by the Masons. He's shirtless and wears no armor, yet he has a ''huge'' amount of health that outdoes the durability of a fully armored knight several times over. At half health, the Agathian announcer calls out that he's "gravely wounded", despite being able to take about ten more axe swings to the face without dying.
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* InstantWinCondition: While this trope is quite normal for any game that makes heavy use of HoldTheLine, it's amusing that [=VIPs=] are allowed to die after victory is declared. In the "Escape from Falmire" map, Thawne only needs to get one foot on the escape boat in order to declare victory. It doesn't matter whether the Masons kill him immediately afterward, or if he even leaps into the nearby deep water.


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* SuperDrowningSkills: While a lot of water hazards are quite deep with no easy way out, the player characters will instantly die if water even touches above waist-height.
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* HyperactiveMetabolism: You can pick up food and eat it with the battlecry command to restore a small amount of health. Bandages are faster, but food is sometimes available distant from any supply box.
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* GrievousHarmWithABody: Anyone's decapitated head can be picked up and used as a thrown weapon. Some maps feature baskets of severed arms that can act as a bludgeoning melee weapon. The Aberfell map features peasants and pigs that are intended to be carried to a boat, but they can be thrown at opposing players for damage as well.

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* AnnoyingArrows: Arrows do a relatively small amount of damage, balanced by their very fast firing rate. Crossbows are much more dangerous in comparison, capable of taking off over 50% of a knight's health.

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* AnnoyingArrows: Arrows do a relatively small amount Zigzagged depending on the bow. Longbow arrows are of damage, balanced by their the annoying sort, doing little damage but having a very fast firing fire rate. Crossbows are much more dangerous in comparison, capable of taking quite powerful, but require a stationary reload after each shot. War bows are also powerful, but have a long draw time. Anyone caught by the latter two is going to be looking for a bandage, not laughing off over 50% of a knight's health.the annoyance.

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* UnbreakableWeapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do splinter and break after absorbing too much punishment.

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* UnbreakableWeapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do splinter and break after absorbing too much punishment.punishment.
* WarriorMonk: During the last phase of the Galencourt map, several Agathian players are given the option to respawn as warrior monks. The monks are physically imposing, carry two-handed clubs, and their attacks cannot be interrupted.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chivalry_2.jpg]]

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The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties. The premiere mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch and Free For All modes, the latter of which can also be used for dueling via an honor system.

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The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties. The premiere mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch Deathmatch, 3v3 Arena, and Free For All modes, the latter last of which can also be used for dueling via an honor system.



* LadyLooksLikeADude: Players may choose female faces and voice sets, but it doesn't change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down. There are armor sets that can only be used alongside the female faces, but this is optional.

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* LadyLooksLikeADude: Players may choose female faces and voice sets, but it doesn't automatically change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down. There are armor sets that can only be used alongside the female faces, but this is optional.



* RegeneratingHealth: Under some circumstances, health will partially regenerate on its own. There is a soft minimum that each player will regenerate to (about 1/5 of max) if they haven't taken damage for a while. Damage dealt by friendly fire will also regenerate after a few seconds.

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* PinnedToTheWall: A possible outcome for anyone killed by an arrow while standing next to a wall or scenery object.
* RegeneratingHealth: Under some circumstances, health will partially regenerate on its own. There is a soft minimum that each player will regenerate to (about 1/5 1/4 of max) if they haven't taken damage for a while. Damage dealt by friendly fire will also regenerate after a few seconds.



** Weapons are still at their best when swung correctly. Thrusting with a blunt weapon or swinging a javelin is still possible, but it does much less damage than using the proper attacks.

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** Weapons are still at their best when swung correctly. Thrusting with a blunt weapon or swinging a javelin axe is still possible, but it does much less damage than using the proper attacks.



* SoundCodedForYourConvenience: The sounds made by your enemies are much louder than the sounds made by teammates. If you're ever running along and hear footsteps right behind you, it'd be a good idea to turn around and block.

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* SoundCodedForYourConvenience: The sounds made by your enemies are much louder than the sounds made by teammates. If you're ever running along and hear loud footsteps right behind you, it'd be a good idea to turn around and block.around.



** The Dane Axe is a potent melee weapon, but is specifically suited for throwing as well. It has a quick release, flies quite far, and does a lot of damage.

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** The Dane Axe is a potent melee weapon, but is specifically suited for throwing as well. It has a quick release, flies quite far, and does a lot of damage. Axes in general throw better than swords do, which throw better than polearms do.

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* BlownAcrossTheRoom: Crossbow kills at short range have quite a tendency to send the target flying and spinning head over heels.



* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically would. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.

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* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer, although it can sometimes do much more damage than it realistically would.should. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.



* LadyLooksLikeADude: Players may choose female faces and voice sets, but it doesn't change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down.

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* LadyLooksLikeADude: Players may choose female faces and voice sets, but it doesn't change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down. There are armor sets that can only be used alongside the female faces, but this is optional.



** The amount of armor worn by each class still reflects the amount of punishment they can endure, and the system has been simplified from the prior installment. Archers are essentially unarmored. Vanguards wear a bit of piecemeal chainmail, with their relatively low health making them most vulnerable to arrows and cutting weapons. Footmen wear some plate and chainmail, with decent all-round durability but some vulnerability to chopping and blunt weapons. Knights wear full plate, making them very resistant to arrows and cutting weapons, but take a lot of extra damage from chopping and blunt weapons.

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** The amount of armor worn by each class still reflects the amount of punishment they can endure, and the system has been simplified from the prior installment. Archers are essentially unarmored. Vanguards wear a bit few bits of piecemeal chainmail, metal, with their relatively low health making them most vulnerable to arrows and cutting weapons. Footmen wear some plate and chainmail, with decent all-round durability but some vulnerability to chopping and blunt weapons. Knights wear full plate, making them very resistant to arrows and cutting weapons, but take a lot of extra damage from chopping and blunt weapons.

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* GreyAndGrayMorality: Regardless of which side you sympathize with more, the Agathians and Masons have good and bad traits in nearly equal measure. Agatha supports loyalty and honor (good), but their hereditary monarchy lends itself to power abuse (bad). The Masons support self-determination and meritocracy (good), but they started the civil war with an intent to kill everyone who doesn't agree with them, including defenseless peasants (bad).

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* GreyAndGrayMorality: Regardless of which side you sympathize with more, the Agathians and Masons have good and bad traits in nearly equal measure. Agatha supports loyalty and honor (good), but their hereditary monarchy lends itself to power abuse (bad). The Masons support self-determination and meritocracy (good), but they started the civil war with an intent their policy is to kill everyone who doesn't agree with them, including defenseless peasants (bad).

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''Chivalry 2'' is a medieval warfare game developed by Torn Banner Studios, and is sequel to ''VideoGame/ChivalryMedievalWarfare''. The civil war between the Agatha Knights and Mason Order continues unabated, still providing a proper ExcusePlot for players to brain each other with huge weapons. The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties.

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''Chivalry 2'' is a medieval warfare game developed by Torn Banner Studios, and is sequel to ''VideoGame/ChivalryMedievalWarfare''. The civil war between the Agatha Knights and Mason Order continues unabated, still providing a proper ExcusePlot was victorious in the last civil war and has ruled the land for players 20 years. The Agathians are now launching a new offensive under the leadership of King Argon II, while the Masons counterattack anyone and everyone the least bit sympathetic to brain each other with huge weapons. Argon. Or you can [[ExcusePlot not worry about that]] and just focus on hacking to bits anyone who isn't wearing your team's colors.

The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties.
properties. The premiere mode is Team Objective, which generally involves one side attempting to overrun a town or castle while the other side tries to stop them. There are also Team Deathmatch and Free For All modes, the latter of which can also be used for dueling via an honor system.



* BowAndSwordInAccord: As in its predecessor game, Archers carry a melee weapon and still have access to all of the basic combat moves. Their weapons aren't quite as good as most others, but a skilled player can definitely score melee kills as an Archer.

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* BowAndSwordInAccord: BowAndSwordInAccord:
**
As in its predecessor game, Archers carry a melee weapon and still have access to all of the basic combat moves. Their secondary weapons aren't quite as good as most others, are a bit weak, but a skilled player can definitely score melee kills as an Archer.Archer.
** Although it can sometimes be difficult to find a spare bow, the melee classes are perfectly capable of picking one up and relying on their decent secondary weapons for melee. For the Vanguard Raider, that secondary weapon could be a very ''large'' sword in accord.



* HealThyself: Everyone starts with a single-use bandage for healing themselves, and a replacement can be grabbed from any supply box. Certain subclasses can throw down a bandage box that is consumed on pickup, or sound a horn that restores health to all nearby allies.

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* HealThyself: Everyone starts with a single-use bandage for healing themselves, and a replacement can be grabbed from any supply box. Certain subclasses can throw down a bandage box that is consumed on pickup, or sound a horn that restores health to all multiple nearby allies.



* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.

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* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer.hammer, although it can sometimes do much more damage than it realistically would. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.



* RegeneratingHealth: Under some circumstances, health will partially regenerate on its own. There is a soft minimum that each player will regenerate to (about 1/5 of max) if they haven't taken damage for a while. Damage dealt by friendly fire will also regenerate after a few seconds.



** The amount of armor worn by each class still reflects the amount of punishment they can endure. Vanguards and knights wear the heaviest armor, but don't do as well against blunt weapons. Meanwhile, archers and footmen are more lightly armored, but are much easier to kill with bladed weapons and still susceptible to blunt weapons.

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** The amount of armor worn by each class still reflects the amount of punishment they can endure. endure, and the system has been simplified from the prior installment. Archers are essentially unarmored. Vanguards and knights wear the heaviest armor, a bit of piecemeal chainmail, with their relatively low health making them most vulnerable to arrows and cutting weapons. Footmen wear some plate and chainmail, with decent all-round durability but don't do as well against some vulnerability to chopping and blunt weapons. Meanwhile, archers Knights wear full plate, making them very resistant to arrows and footmen are more lightly armored, cutting weapons, but are much easier to kill with bladed weapons take a lot of extra damage from chopping and still susceptible to blunt weapons.



* ThrowingYourSwordAlwaysWorks: The entire arsenal can be thrown for decent damage, including the biggest halberds and two-handed swords. Although the throw is somewhat inaccurate and may miss, it always lands blade first.

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* ThrowingYourSwordAlwaysWorks: ThrowingYourSwordAlwaysWorks:
**
The entire arsenal can be thrown for decent damage, including the biggest halberds and two-handed swords. Although the throw is somewhat inaccurate and may miss, it always lands blade first.first.
** The Dane Axe is a potent melee weapon, but is specifically suited for throwing as well. It has a quick release, flies quite far, and does a lot of damage.
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* SoundCodedForYourConvenience: The sounds made by your enemies are much louder than the sounds made by teammates. If you're ever running along and hear footsteps right behind you, it'd be a good idea to turn around and block.

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* All weapons may be thrown or dropped, and any class may scavenge any fallen weapon from the ground, regardless of class. Did you run out of arrows as an archer? No problem, pick up that huge axe and start swinging.

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* All weapons may be thrown or dropped, and any class may scavenge any fallen weapon from the ground, regardless of class.ground. Did you run out of arrows as an archer? No problem, pick up that huge axe and start swinging.

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* Each class (Archer, Vanguard, Man-at-arms, Knight) is divided into three subclasses, each with their own unique properties.

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* Each class (Archer, Vanguard, Man-at-arms, Footman, Knight) is divided into three subclasses, each with their own unique properties.



* AnArmAndALeg: Rarely, a player dealt a lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.

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* AnArmAndALeg: Rarely, a player dealt a lethal near-lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.



* CharacterClassSystem: The four classes of Archer, Man-at-arms, Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their support power.

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* CharacterClassSystem: The four classes of Archer, Man-at-arms, Footman (renamed from Man-at-arms), Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their support power.



* CombatResuscitation: Dropping below zero health by a small amount may cause a character to fall to their hands and knees, only able to crawl and punch. A teammate may help them back up to their feet, or they may stand after successfully delivering a couple unanswered punches.

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* CombatResuscitation: Dropping below zero health by due to a small amount weaker attack may cause a character to fall to their hands and knees, only able to crawl and punch. A teammate may help them back up to their feet, or they may stand after successfully delivering a couple unanswered punches.



* ImprovisedWeapon: Maps are packed with miscellaneous objects such as brooms, fire pokers, chickens, fish, and more. All of these can be swung and/or thrown for potentially lethal damage.

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* ImprovisedWeapon: Maps are packed with miscellaneous objects such as brooms, fire pokers, branding irons, chickens, fish, and more. All of these can be swung and/or thrown for potentially lethal damage.



* SwordSparks: For gameplay purposes, yellow sparks fly on a successful parry, and blue sparks fly on a successful counterattack. And, yes, this occurs even when the two weapons making contact aren't even made of metal.

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* SwordSparks: For gameplay purposes, yellow sparks fly on a successful parry, and blue sparks fly on a successful counterattack. And, yes, this occurs even when the two weapons making contact aren't even made of metal.

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''Chivalry 2'' is set to be released on June 8, 2021.

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''Chivalry 2'' is set to be was released on June 8, 2021.



* AudibleSharpness: All over the place, naturally. Bladed weapons make exaggerated "sharpness" sounds when swung or drawn.

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* AudibleSharpness: All over the place, naturally. place! Bladed weapons make exaggerated "sharpness" sounds when swung or drawn.

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* AudibleSharpness: All over the place, naturally. Bladed weapons make exaggerated "sharpness" sounds when swung or drawn.


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* SwordSparks: For gameplay purposes, yellow sparks fly on a successful parry, and blue sparks fly on a successful counterattack. And, yes, this occurs even when the two weapons making contact aren't even made of metal.
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** The amount of armor worn by each class still reflects the amount of punishment they can endure. Vanguards and knights wear the heaviest armor, but don't do as well against blunt weapons.

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** The amount of armor worn by each class still reflects the amount of punishment they can endure. Vanguards and knights wear the heaviest armor, but don't do as well against blunt weapons. Meanwhile, archers and footmen are more lightly armored, but are much easier to kill with bladed weapons and still susceptible to blunt weapons.

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* GreyAndGrayMorality: Regardless of which side you sympathize with more, the Agathians and Masons have good and bad traits in nearly equal measure. Agatha supports loyalty and honor (good), but their hereditary monarchy lends itself to power abuse (bad). The Masons support self-determination and meritocracy (good), but they started the civil war with an intent to kill everyone who doesn't agree with them, including defenseless peasants (bad).



* HoldTheLine: The basic premise of most objectives in Team Objective mode. One team has an active objective (kill targets, destroy constructions, push siege weapons, capture a zone) while the other team tries to hold the line until the timer runs out. There are multiple "lines" throughout the map, giving the defenders multiple opportunities to successfully hold for victory.



* UnbreakableWeapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do break after absorbing a certain number of strikes.

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* UnbreakableWeapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do splinter and break after absorbing a certain number of strikes.too much punishment.

Removed: 302

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The Bad Guy Wins applies to endings, not backstories. It's also not even clear cut as to which side is good or bad — it's far closer to Grey And Gray Morality than good guys and bad guys.


* TheBadGuyWins: The ExcusePlot is this. The Mason Order took over the vast majority of Agatha by killing the king and most of the royal family, though a small amount of territory is still held by the legitimate government, who has crowned a new king in an effort to defeat the Masons once and for all.
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* TheBadGuyWins: The ExcusePlot is this. The Mason Order took over the vast majority of Agatha by killing the king and most of the royal family, though a small amount of territory is still held by the legitimate government, who has crowned a new king in an effort to defeat the Masons once and for all.
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None


* BowAndSwordInAccord: As in its predecessor game, Archers carry a melee weapon and and still have access to all of the basic combat moves. Their weapons aren't quite as good as most others, but a skilled player can definitely score melee kills as an Archer.

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* BowAndSwordInAccord: As in its predecessor game, Archers carry a melee weapon and and still have access to all of the basic combat moves. Their weapons aren't quite as good as most others, but a skilled player can definitely score melee kills as an Archer.

Changed: 223

Removed: 381

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Changed my mind, it's not an example since they aren't always available.


* EmergencyWeapon:
** It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.
** Throwing axes and mallets are tertiary weapons designed to be thrown, but they can be used in melee to strike and block if your normal weapons are gone.

to:

* EmergencyWeapon:
**
EmergencyWeapon: It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.
** Throwing axes and mallets are tertiary weapons designed to be thrown, but they can be used in melee to strike and block if your normal weapons are gone.
opponent.

Added: 381

Changed: 373

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to:

* Combat in general is more dynamic and mobile. At any given moment, there are more options to mix up attacks or survive longer when outnumbered.



* AnArmAndALeg: Rarely, a player dealt a near-lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.

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* AnArmAndALeg: Rarely, a player dealt a near-lethal lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.



* EmergencyWeapon: It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.

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* EmergencyWeapon: EmergencyWeapon:
**
It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.opponent.
** Throwing axes and mallets are tertiary weapons designed to be thrown, but they can be used in melee to strike and block if your normal weapons are gone.

Added: 7158

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The NDA has been lifted, and there is a confirmed release date.

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''Chivalry 2'' is a medieval warfare game developed by Torn Banner Studios, and is sequel to ''VideoGame/ChivalryMedievalWarfare''. The civil war between the Agatha Knights and Mason Order continues unabated, still providing a proper ExcusePlot for players to brain each other with huge weapons. The core gameplay of its predecessor remains largely the same. Players still take the role of medieval soldiers on some kind of battlefield, wielding many different weapons with a variety of properties.

Compared to its predecessor, the following major gameplay features are new:
* Each class (Archer, Vanguard, Man-at-arms, Knight) is divided into three subclasses, each with their own unique properties.
* All weapons may be thrown or dropped, and any class may scavenge any fallen weapon from the ground, regardless of class. Did you run out of arrows as an archer? No problem, pick up that huge axe and start swinging.
* All classes have an expanded list of basic moves, such as jabs, dodges, counterattacks, and special attacks unique to each weapon. All classes also have a support ability that charges up over time and by performing class-specific actions.

''Chivalry 2'' is set to be released on June 8, 2021.
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!!Examples of Tropes in this Video Game

* AnArmAndALeg: Rarely, a player dealt a near-lethal blow may lose an arm and continue fighting for a while in "[[Film/MontyPythonAndTheHolyGrail only a flesh wound]]" mode.
* AndYourRewardIsClothes: There are separate levels tracked for account, each class, and each weapon. The first few levels include some gameplay unlocks so you aren't overwhelmed by choices all at once, but the vast majority of unlocks are purely cosmetic.
* AnnoyingArrows: Arrows do a relatively small amount of damage, balanced by their very fast firing rate. Crossbows are much more dangerous in comparison, capable of taking off over 50% of a knight's health.
* BowAndSwordInAccord: As in its predecessor game, Archers carry a melee weapon and and still have access to all of the basic combat moves. Their weapons aren't quite as good as most others, but a skilled player can definitely score melee kills as an Archer.
* CharacterClassSystem: The four classes of Archer, Man-at-arms, Vanguard, and Knight return, now divided into three sub-classes each. Class determines the armor and general role, while the sub-class determines weapon options and their support power.
* ChargedAttack: The basic attack moves (slash, overhead, stab) can be converted into a heavy attack. Heavy attacks have the same animation with a longer windup, but do a little more damage and continue swinging through even when blocked.
* CherryTapping: Scoring knockdowns or kills via jabs, fists, kicks, or ridiculous improvised weapons such as thrown fish or chickens.
* CombatResuscitation: Dropping below zero health by a small amount may cause a character to fall to their hands and knees, only able to crawl and punch. A teammate may help them back up to their feet, or they may stand after successfully delivering a couple unanswered punches.
* DeathOrGloryAttack: Special attacks on most weapons have a big stamina cost, long windup, and restricted aiming. The risk is that you might be left exhausted, interrupted, or with an outright miss. But if it lands on-target, it cannot be counter-attacked and has massive damage potential.
* DoNotDropYourWeapon: Averted -- running out of stamina while blocking an incoming strike will cause the weapon to be knocked from your hands. This means falling back to a secondary weapon or bare fists, or else scrambling to find another weapon lying around.
* EmergencyWeapon: It's possible to throw other weapons or be disarmed, but fists are always a weapon of last resort. It's not something you would want to use willingly, but a punch or two might be just enough to take down a wounded opponent.
* HealThyself: Everyone starts with a single-use bandage for healing themselves, and a replacement can be grabbed from any supply box. Certain subclasses can throw down a bandage box that is consumed on pickup, or sound a horn that restores health to all nearby allies.
* HelmetsAreHardlyHeroic: At each player's discretion, you can customize your avatars to wear helmets or not. The helmets look good, but they also obscure any facial customization. Helmets can be knocked off by strikes to the head, but they serve no gameplay purpose.
* ImprobableUseOfAWeapon: Weapons can be used in ways they're not meant to be, such as thrusting with a blunt weapon like a cudgel or hammer. Bows can be swung as a melee attack, but this is meant as a desperation move rather than something practical.
* ImprovisedWeapon: Maps are packed with miscellaneous objects such as brooms, fire pokers, chickens, fish, and more. All of these can be swung and/or thrown for potentially lethal damage.
* LadyLooksLikeADude: Players may choose female faces and voice sets, but it doesn't change what the rest of the body looks like. While it makes sense that bulky armor would mask some differences, it still means that the women look quite burly from the neck down.
* LargeAndInCharge: The [=VIPs=] such as the Mason Heir are larger and more physically imposing than any of the common soldiers. Even without the identifying icon above their head, they stick out in any crowd.
* MultiMeleeMaster: Everyone! Not only does everyone start with at least two weapons, there is no restriction on picking up any fallen weapon. Every class uses every weapon with nearly equal skill, with just a few exceptions.
* ShownTheirWork: As with its predecessor, the top priority is RuleOfFun, but there are quite a few nods to realism.
** As was the case during the late medieval period, shields are a rarity rather than something used by half the army. You can bring a shield if you choose, but most soldiers are wielding two-handed weapons like greatswords, halberds, poleaxes, and mauls -- weapons that would have an actual chance to defeat the enemy's armor. Secondary weapons (typically one-handed) are often notably weaker and are treated as backup when the primary weapon is lost.
** Weapons are still at their best when swung correctly. Thrusting with a blunt weapon or swinging a javelin is still possible, but it does much less damage than using the proper attacks.
** The amount of armor worn by each class still reflects the amount of punishment they can endure. Vanguards and knights wear the heaviest armor, but don't do as well against blunt weapons.
* SwordAndFist: One available combat move is the jab, a quick strike that does little damage but can interrupt an enemy's attack. While wielding a one-handed weapon and no shield, the jab is animated as an offhand punch. Kicking also returns as a way to stagger a blocking opponent.
* ThrowingYourSwordAlwaysWorks: The entire arsenal can be thrown for decent damage, including the biggest halberds and two-handed swords. Although the throw is somewhat inaccurate and may miss, it always lands blade first.
* UnbreakableWeapons: Zigzagged. Weapons are still unbreakable, but they can be knocked out of your hands by trying to block with no stamina. Shields do break after absorbing a certain number of strikes.

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