{"id":518,"date":"2023-04-26T14:00:00","date_gmt":"2023-04-26T14:00:00","guid":{"rendered":"https:\/\/tornbanner.com\/?p=518"},"modified":"2023-10-30T14:00:24","modified_gmt":"2023-10-30T14:00:24","slug":"chivalry-2-is-coming-to-ps-plus-in-may","status":"publish","type":"post","link":"https:\/\/tornbanner.com\/2023\/04\/26\/chivalry-2-is-coming-to-ps-plus-in-may\/","title":{"rendered":"Chivalry 2 is Coming to PS Plus in May!"},"content":{"rendered":"<h2><span style=\"font-weight: 400;\">PS Plus<\/span><\/h2>\n<p>Chivalry 2 is coming to PlayStation Plus on PS4 and PS5 in May! At no extra cost for all PlayStation Plus members, available from 2 May 2023 \u2013 5 June 2023.<\/p>\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\">\n<p lang=\"en\" dir=\"ltr\">The PlayStation Plus Monthly Games for May are:<\/p>\n<p>\u2795 GRID Legends<br \/>\u2795 Chivalry 2<br \/>\u2795 Descenders<\/p>\n<p>Full details: <a href=\"https:\/\/t.co\/fuKM6hJL0g\">https:\/\/t.co\/fuKM6hJL0g<\/a> <a href=\"https:\/\/t.co\/s2CWOSlKeI\">pic.twitter.com\/s2CWOSlKeI<\/a><\/p>\n<p>&mdash; PlayStation (@PlayStation) <a href=\"https:\/\/twitter.com\/PlayStation\/status\/1651247336843014146?ref_src=twsrc%5Etfw\">April 26, 2023<\/a><\/p><\/blockquote>\n<p><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><\/p>\n<h2><span style=\"font-weight: 400;\">Content Update 2.8 &#8211; Raiding Party<\/span><\/h2>\n<p>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 &#8211; The Sacking of Bridgetown, the Heavy Cavalry Sword, a new Campaign Pass &#8211; Raiding Party, a new gamemode &#8211; Mounted Arena, combat changes, and quality of life improvements in Chivalry 2&#8217;s new Raiding Party Update! Read on below.<\/p>\n<ul>\n<li><b>Our biggest list of patch notes ever!<\/b><\/li>\n<li><b>Cross-platform Parties (BETA)<\/b><\/li>\n<li><b>Stronghold &#8211; Performance Improvements<\/b><\/li>\n<li><span style=\"font-weight: 400;\">New Campaign Pass &#8211; \u201cRaiding Party\u201d<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New Team Objective map &#8211; \u201cThe Sacking of Bridgetown\u201d<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New Limited Time Arena Mode &#8211; \u201cMounted Arena\u201d<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New Weapon &#8211; Heavy Cavalry Sword<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Horses now available in Lionspire!<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Combat changes<\/span><\/li>\n<li><span style=\"font-weight: 400;\">QoL improvements<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">New Major Feature &#8211; CROSS-PLATFORM PARTIES<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2859\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_Crossplay-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<ul>\n<li aria-level=\"1\"><b>Players can now add friends and create parties with all platforms<\/b><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">We are excited to finally be releasing a beta version of this long requested feature to Chivalry 2, which now allows players to add players to their in-game Friend List from any platform through the use of friend codes. Each player has a unique friend code that can be generated. Once added, players can invite friends and create parties in the main menu, regardless of their platform. Please note that, while this feature is now available for players, it is currently in Beta &#8211; which means some bugs and issues can be expected as we continue to improve this feature. If you are having issues with adding a friend or joining a friend\u2019s party, please attempt re-adding your friend or restarting your game.<\/span><\/i><\/p>\n<h2><span style=\"font-weight: 400;\">New Map &#8211; \u201cThe Sacking of Bridgetown\u201d<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2858\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/SocialTease_003-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><i><span style=\"font-weight: 400;\">The news of King Argon\u2019s victory against the Masons at Thayic Stronghold has spread across Agatha. The nobles of Irilla and the surrounding lands have come together for a decadent celebration, filling Bridgetown with laughter and joy. The wine flows and the noblemen dance to the music and cheers, this is surely a day that will be remembered for generations to come!<\/span><\/i><\/p>\n<p><i><span style=\"font-weight: 400;\">Outside the city walls the peasants toil in the fruitful vineyards that provided such an ample supply of fine wines for the festivities. The distant sound of the partying gentry is pierced by a harrowing horn, but this is no horn of the north. The workers grab what meager armaments they can and await the storm.<\/span><\/i><\/p>\n<p><i><span style=\"font-weight: 400;\">After successfully breaching the bulwark at Baudwyn the Tenosian Empire has begun the second phase of their invasion. In order to further their advance inland they must cross the river through Bridgetown. The Tenosian army will stop at nothing; setting the outlying farms and vineyard ablaze and defenestrating the cowardly nobles.<\/span><\/i><\/p>\n<h2><span style=\"font-weight: 400;\">New Weapon &#8211; \u201cHeavy Cavalry Sword\u201d<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2844\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_HeavyCavalrySword-jpg.webp\" alt=\"\" width=\"1080\" height=\"608\" \/><\/p>\n<p><i><span style=\"font-weight: 400;\">With Weathered Heavy Cavalry Sword, Heavy Cavalry Sword, and Decorated Cavalry Sword skins<\/span><\/i><\/p>\n<p><i><span style=\"font-weight: 400;\">A new one handed weapon for the Footman Man-at-Arms and Knight Guardian, this sword has long reach and slow swings. In addition, it features incredible prowess on horseback in comparison to other weapons, having slash attacks that differ from its slash attacks on foot. This weapon can also be held forward while inputting a special attack on horseback. Lead the charge!<\/span><\/i><\/p>\n<h2><span style=\"font-weight: 400;\">New Limited Time Arena Mode &#8211; \u201cMounted Arena\u201d<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2861\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_Joust-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><i><span style=\"font-weight: 400;\">Think you\u2019re a good horseman? Looking to stick a lance into someone\u2019s chest without any distractions? Prove it to the cheering crowd in this new 1v1 mode for Arena enthusiasts! <strong>Coming soon<\/strong> as part of our limited time queue rotation, two players on horseback challenge each other to a joust on Tournament Grounds with various weapons. The round doesn\u2019t end until your opponent is completely defeated.<\/span><\/i><\/p>\n<h2><span style=\"font-weight: 400;\">New Campaign Pass &#8211; \u201cRaiding Party\u201d<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2860\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_CampaignPass-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Added the campaign select screen, and the ability to select the active campaign<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Added post match notifications of unlocks and campaign progress<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New free campaign pass with 10 unlocks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New premium campaign pass available in the store with 30 additional unlocks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">New customization unlocks<\/span><\/li>\n<\/ul>\n<p><b>Armour<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Tenosia Vanguard Askandir Equestrian Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Vanguard Askandir Scout Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Knight Royal Scythian Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Knight Scythian Warrior Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosian Footman Steppe Wanderer Helmet and Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosian Knight Steppe Warrior Helmet and Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosian Footman Night Wanderer Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosian Knight Night Warrior Armour<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Mason Gold Vine Jousting Knight (Armour Variant)<\/span><\/li>\n<\/ul>\n<p><b>Imperfections<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Tenosia Brand<\/span><\/li>\n<\/ul>\n<p><b>Facepaint<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Crescent Twin Snakes<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Boa<\/span><\/li>\n<\/ul>\n<p><b>Heraldry<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Agatha Sword of Bravery<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Mason Sword of Glory<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Sword of Balance<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Agatha Vine of Prosperity<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Mason Chalice of Glory<\/span><\/li>\n<\/ul>\n<p><b>Weapons<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Tenosia Archer Light Shield: Royal Sipar<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Footman Medium Shield: Golden Dipylon Shield<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tenosia Knight Heavy Shield: Royal Sparabara<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Dagger Skin: Worn Jambiya, Jambiya, Ivory Jambiya, Royal Jambiya<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Community Weapon Choice: Halberd Skin, with Weathered Crescent, Crescent, Decorated Crescent skins<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Community Weapon Choice: War Axe, with Rusty, Embossed, and Imperial Flame skins<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">New Community Choice Customization &#8211; War Axe &amp; Halberd!<\/span><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2841\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_CommunityHalberd-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2854\" src=\"https:\/\/chivalry2.com\/wp-content\/uploads\/2023\/04\/2_8_WarAxe-1-jpg.webp\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><span style=\"font-weight: 400;\">You asked for it and we delivered. We asked our community which weapon they wanted to receive new customization for the most and you voted the War Axe! We decided that, since the Halberd was such a close second, that we\u2019d add new weapon skins for both.<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">Maps<\/span><\/h2>\n<p><b>New Team Objective Map<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">The Sacking of Bridgetown<\/span><\/li>\n<\/ul>\n<p><b>Aberfell<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where pushable stone markers would persist when joining mid-match<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Masons would sometimes spawn underground during Stage 4<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where hitting the Druids would not grant personal points for an Attacker<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Agathians would sometimes be unable to move during initial spawn when playing Offline<\/span><\/li>\n<\/ul>\n<p><b>Askandir<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Adjusted fire volumes of lit book shelves during the last objective stage<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Tenosian archers were not drawing their bows during cinematic intro<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Added Masons to boats during cinematic intro<\/span><\/li>\n<\/ul>\n<p><b>Bulwark<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Reduced attacker spawn time during Stage 3<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Reduced defense recapture rate during Stage 3<\/span><\/li>\n<\/ul>\n<p><b>Courtyard<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed tree collisions to address damage avoidance exploits<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Agathian Peasants could not emote, eat, or heal for the duration of their life<\/span><\/li>\n<\/ul>\n<p><b>Coxwell<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Removed carriable barrels from last stage<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Adjusted defender combat zones during last stage<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed Out of Combat zone exploits during last stage<\/span><\/li>\n<\/ul>\n<p><b>Dark Forest<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where the VIP could reach the top of the castle during the final stage<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where a cart on fire was invisible to players yet collisions were still present<\/span><\/li>\n<\/ul>\n<p><b>Falmire<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Adjusted overall Out of Combat zones<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed Mason spawns facing away after Thorne reaches the halfway point to his objective<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed multiple areas where the spectator camera could escape level boundaries<\/span><\/li>\n<\/ul>\n<p><b>Fighting Pit<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Polished cinematic camera speed during Warm Up period cinematic<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed a spawn that would spawn the player in the air during FFA<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where constructables could be placed directly in front of spawns<\/span><\/li>\n<\/ul>\n<p><b>Galencourt<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Stage 1<\/span>\n<ul>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where players could reach the top of the buildings via catapult<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 2<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Added a small buffer period to give Agatha more time in the combat zone when transitioning to Stage 2<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 3<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed collisions for Stage 3 being abused to avoid damage from attacks<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Addressed an exploit where Masons could fast track explosives<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 4<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed tree collisions to address damage avoidance exploits<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 5<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where attackers would be out of combat in last stage if the gate is destroyed too quickly<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 6<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where monks would not spawn if previous stage was completed too quickly<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Hippodrome<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where dying on horseback would result in the player falling through the floor in certain areas<\/span><\/li>\n<\/ul>\n<p><b>Lionspire<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Added horses &#8211; map now available in the Mounted Warfare queue<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Adjusted combat zones for Stage 2 to allow Agathians to reach their catapult after it goes into mason-held territory<\/span><\/li>\n<\/ul>\n<p><b>Rudhelm<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed a camera timing issue during Warm Up period cinematic<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the pushing \/ contesting UI would not appear for players on Horseback<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Agatha shields would not change if picked up by the VIP<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the siege ramps could complete by themselves towards the end of the objective<\/span><\/li>\n<\/ul>\n<p><b>Stronghold<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Optimized King Argon II\u2019s textures for performance<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Optimized cinematic and map art for increase in performance<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where players could land on an out of bounds ledge next to the fortress<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where horses would get stuck on ammo crates when riding around<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 1<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Added constructable exclusion zones around objectives to help with objective difficulty<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where players would sometimes not spawn running<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 2<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed a Run-In Spawner resulting in Agatha Players being knocked down out of spawn<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where the left catapult would launch a player up instead of forwards<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Moved catapults forward slightly to allow the player to walk around it<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 3<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where bots would get stuck at the base of the hill<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed a Run-In Spawner resulting in Agatha Players being knocked down out of spawn<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed collisions for some static objects in the bailey<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Made the jump path near the walls slightly smoother<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Adjusted Mason Spawn position closer to the castle<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 4<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where players could get stuck Out of Bounds next to the fort left side<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 5<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an issue where Agathians could spawn underground from right spawn<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Stage 6<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"3\"><span style=\"font-weight: 400;\">Fixed an exploit where players could reach an out of bounds area in a building section lacking collision<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Wardenglade<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the Commander bots would not move into combat after speech<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Customization<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Made the Viking Braid hairstyle available for female head variants<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Made the Painted Tilting helmet available for Agatha<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Made the Mason Tournament Helmets available for other armour sets<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Made the Closed Dreadmare Helmet available for other armour sets<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Adjusted the Tamar\u2019s Battle Garb armour set coloring to assist with team readability<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the Cross-Hilt Sword variants would appear extremely bloody after multiple kills<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the Golden Rune Hammer was not present as a FFA customization option<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed multiple armour sets that experienced instances of stretched limbs or improper dismemberments<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the Agatha Lion Helm would duplicate if knocked off during combat<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where some helmets would \u201csparkle\u201d on lower settings<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue with the Tenosian footman armour\u2019s roughness values in its metallic material<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the Winter War Campaign weapon variants would fall through the map<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Added open helmet variants for the following helmets:<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Tilting Helmet<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Pigfaced Bascinet<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Protector Helmet<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Heavy Bascinet<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Added heraldry and Tenosian Vanguard customization for reaching LVL 1000<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Agatha &#8211; \u201cSword of Bravery\u201d<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Mason &#8211;\u00a0 \u201cSword of Glory\u201d<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Tenosian Vanguard &#8211; \u201cSword of Balance\u201d<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Combat<\/span><\/h2>\n<p><b>Arrow Cam<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where players could interact with objects through Arrow Cam<\/span><\/li>\n<\/ul>\n<p><b>Takedown Threshold<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Takedown requirement has been adjusted to 25 from 50<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><b><\/b><\/p>\n<p><b>Parry<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where players could get disarmed when out of stamina during Active Parry<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Slightly increased the width of the parry box to increase its effectiveness against late stab drags<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an exploit where certain weapons could circumvent an opponent\u2019s parry when feinting from Slash to Alt Slash<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">Certain weapons like the Longsword, Messer, and other thin weapons could circumvent an opponent\u2019s block through the use of Slash to Alt Slash feint attacks. To address this, the positioning of a player\u2019s block was slightly adjusted to close any front facing gaps.<\/span><\/i><b><\/b><\/p>\n<p><b>Jabs<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where jabs could circumvent cooldown when jabbing after a dodge<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where jabs could circumvent cooldown when part of an attack combo<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where jabs could circumvent cooldown when used after a combo feint<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where jabs would come out faster while holding an offhand item<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Slightly reduced horizontal size of jab\u2019s hitbox<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">The jab\u2019s 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.<\/span><\/i><b><\/b><\/p>\n<p><b>Shields<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the pavise shield would disrupt player movement<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where shields on the player\u2019s back would make them a bigger target for attacks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Heavy shields now block all projectiles when equipped from the back<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">Shields were unintentionally increasing the player\u2019s 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.<\/span><\/i><b><\/b><\/p>\n<p><b>General<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where the flaming chicken could damage and set teammates on fire, to prevent griefing<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Addressed an exploit where heavy attacks and feint attacks could be canceled in neutral after a previously successful attack<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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 \u201cquadruple feints\u201d and more.<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Added bonus score for Defense<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where players would be kicked for team damage from objectives<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Addressed an exploit where players could attack faster than combos through spamming counter inputs into blocks<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.\u00a0<\/span><\/i><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where players would sometimes teleport while dodging or tackling<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where players would not switch to their secondary weapon after the primary weapon has been used up<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where team damage would stop healing when out of combat<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where players could maintain sprint speed while holding crouch on run in spawn<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where interacting with objects while using the controller would cause the emote wheel to appear<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where dying to a spike trap after being healed by a teammate would penalize the teammate\u2019s score for team killing<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Addressed an exploit where Horse momentum could be used for massively increased damage against destructible objectives<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Weapons and Carryables<\/span><\/h2>\n<p><b>New Weapon &#8211; Heavy Cavalry Sword<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the Vanguard sprint attack would have inaccurate tracers<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Adjusted tracers for all weapons to address handle hits and further swing-throughs discovered<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><b><\/b><\/p>\n<p><b>Bandage Kits<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where bandage kits would bounce off of teammates<\/span><\/li>\n<\/ul>\n<p><b>Bear Trap<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where triggering a bear trap while sitting on a bench would cause the player to desync<\/span><\/li>\n<\/ul>\n<p><b>Bottle<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">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<\/span><\/li>\n<\/ul>\n<p><b>Catapults<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed a rare issue where loading a rock would not bring out the player\u2019s primary weapon<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Removed longshot bonus from Catapults<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><b><\/b><\/p>\n<p><b>Crossbow<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the player would disconnect when using a melee attack followed by a reload<\/span><\/li>\n<\/ul>\n<p><b>Greatsword<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an exploit where the special attack could hit on frame 1 when looking all the way down<\/span><\/li>\n<\/ul>\n<p><b>Heavy Mace<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Adjusted stamina loss reduction from 20% to 10%<\/span><\/li>\n<\/ul>\n<p><b>Horse<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where in certain situations rear kicking an opponent would make the opponent unable to move forward or backward<\/span><\/li>\n<\/ul>\n<p><b>Javelin<\/b><\/p>\n<ul>\n<li aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where refilling ammo would not auto-equip the weapon if the player had no other weapons in their hands<\/span><\/li>\n<\/ul>\n<p><b>Katars<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the sprinting special attack hitboxes were ending too early<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Extended tracer duration by a few frames for the stab and slash attacks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Increased sprint attack damage from 30 to 60<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Made headbutt timing faster to match it more in line with jab like other weapons<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Decreased stamina drain when blocking attacks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Adjusted tracers overall for special attack<\/span><\/li>\n<\/ul>\n<p><i><span style=\"font-weight: 400;\">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.<\/span><\/i><b><\/b><\/p>\n<p><b>Messer<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an exploit where the special attack could hit on frame 1 when looking all the way down<\/span><\/li>\n<\/ul>\n<p><b>Poleaxe<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Adjusted stamina loss reduction from 20% to 10%<\/span><\/li>\n<\/ul>\n<p><b>Quarterstaff<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Adjusted stamina loss reduction from 20% to 10%<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Addressed an exploit where quarterstaff could indefinitely input slash attacks without running out of stamina over time<\/span><\/li>\n<\/ul>\n<p><b>Sword<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the sword would be unable to be picked up if using the Cross Hilt Sword customization variants<\/span><\/li>\n<\/ul>\n<p><b>Throwing Knives<\/b><\/p>\n<ul>\n<li aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where refilling ammo would not auto equip throwing knives while holding a one-handed weapon<\/span><\/li>\n<\/ul>\n<p><b>Throwing Axe<\/b><\/p>\n<ul>\n<li aria-level=\"2\"><span style=\"font-weight: 400;\">Fixed an issue where refilling ammo would not auto-equip to the weapon if the player had no other weapons in their hands<\/span><\/li>\n<\/ul>\n<p><b>New Carriables (featured in Bridgetown)<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Grape Chunk<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Millstone<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Ploughs<\/span><\/li>\n<li><span style=\"font-weight: 400;\">One-handed toy horse<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Nobles<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Matchmaking<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Addressed an issue where Xbox Parties would occasionally drop after map change<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where players under certain conditions would consistently receive the \u201cLost Connection\u201d error when searching for a match in Arena modes<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Standalone Servers<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\">Fix for servers delisting after a while<\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Gamemodes<\/span><\/h2>\n<p><strong>Arena<\/strong><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">New Limited Time Mode &#8211; \u201cMounted Arena\u201d<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Performance and Crash Fixes<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Optimized master materials for further performance improvements<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Multiple crash fixes<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Audio<\/span><\/h2>\n<p><b>Last Team Standing<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the announcer was cut off during the introduction of certain LTS maps:<\/span>\n<ul>\n<li><span style=\"font-weight: 400;\">Courtyard<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Tournament Grounds\u00a0<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Wardenglade<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Northman VO<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the VO would sometimes not play during a Footman sprint attack<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the VO would play twice during any Heavy Attack<\/span><\/li>\n<\/ul>\n<p><b>Stronghold<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Argon II would ignore audio settings when first spawning in<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the dynamic music would play during the opening cinematic<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the Victory music would not play if Argon succeeded in the last objective<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the last words of Argon would not play if defeated<\/span><\/li>\n<\/ul>\n<p><b>General<\/b><\/p>\n<ul>\n<li><span style=\"font-weight: 400;\">Fixed an issue where sound would sometimes become muffled after spawning in Third Person<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue with multiple personalities not using special windup VO during special attacks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the VIP sound listener would sometimes alternate from side to side<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Applied a sound effect for when the lance is fully couched on horseback<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">UI<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Added description for the \u201cMounted Warfare\u201d queue<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Polished and added UI elements for Store, Campaigns, and Campaign progress<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Implemented UI elements for Cross Platform Parties and Friends<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Implemented UI elements for multiple Campaigns<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the pushable progress bar would not show up for players on Horseback<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where the controller prompt icon was missing for the Arrow Cam tip UI<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fixed an issue where player counts would not accurately update in Server Browser<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">[Controller] &#8211; Fixed an issue where directional pad inputs would be occasionally ignored<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">[Controller] &#8211; Fixed an issue where interacting with objects would cause the emote wheel to appear<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">[Controller] &#8211; Fixed an issue where scrolling through Campaign rapidly would lock UI navigation<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">[Playstation] &#8211; Fixed an issue where the Special Edition bundle was not displaying in the store properly<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Multiple localization fixes made<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Misc<\/span><\/h2>\n<ul>\n<li><span style=\"font-weight: 400;\">Gamepad players can now hold their throws for a time before throwing an item<\/span><\/li>\n<li><span style=\"font-weight: 400;\">[PC] &#8211; Added rebind option for the Console open Key<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the client would hitch after loading fonts in some languages<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where few NPCs were wearing Argon II\u2019s armour <\/span><i><span style=\"font-weight: 400;\">(there can only be one King of Agatha)<\/span><\/i><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where locked and unbought nicknames could be equipped in the armoury<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where Campaign XP would not be granted when launching the game for the first time<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where premium Campaign items would remain locked after purchasing the premium Campaign mid-progress until rebooting game<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where multiple achievements\/trophies would not unlock<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed the hand placement when carrying petards in third person perspective<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where players would be unable to swap teams<\/span> <span style=\"font-weight: 400;\">in Offline Mode<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the \u201cBrave Sir Robin\u201d achievement would not unlock in Online modes<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Fixed an issue where the \u201cBattle of the Bastards\u201d achievement would not unlock<\/span><\/li>\n<li><span style=\"font-weight: 400;\">[Consoles] &#8211; Fixed an issue where consoles could not join Passworded servers in Server Browser successfully\u00a0<\/span><\/li>\n<\/ul>\n<h1><span style=\"font-weight: 400;\">Known Issues<\/span><\/h1>\n<h2><span style=\"font-weight: 400;\">Cross-Platform Parties BETA<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Signing into a different account while the game is open keeps the same friend invite code<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">New leader&#8217;s name does not display for other clients on pop-up banner when old leader leaves<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">In game UI may not list all players in the party<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Xbox Series X cannot remove a Steam friend<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">General<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">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\u2019ve fired, but it will still update the actual number and unlock at 1000.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Shield users are unable to charge attack and tackle when projectiles are in the shield<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Occasional screen hitching\/freezing when playing<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Occasional state mismatch between client and server for counter success or riposte success<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">1P mesh is being used for shadows<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Kills on the progression tab are not incrementing properly<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">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)<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Customization<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">[PC] (Potentially Resolved) First spawn in a map results in an uncustomized shield<\/span><\/li>\n<\/ul>\n<h2><span style=\"font-weight: 400;\">Console<\/span><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Console players may experience trouble reporting other players<\/span><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>PS Plus Chivalry 2 is coming to PlayStation Plus on PS4 and PS5 in May! At no extra cost for all PlayStation Plus members, available from 2 May 2023 \u2013\u2026<\/p>\n","protected":false},"author":3,"featured_media":449,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-518","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"acf":[],"_links":{"self":[{"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/posts\/518","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/comments?post=518"}],"version-history":[{"count":1,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/posts\/518\/revisions"}],"predecessor-version":[{"id":519,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/posts\/518\/revisions\/519"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/media\/449"}],"wp:attachment":[{"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/media?parent=518"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/categories?post=518"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tornbanner.com\/wp-json\/wp\/v2\/tags?post=518"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}