Half-Life 2 - Age of Chivalry v1.1

  • Category First Person
  • Size 821.3 MB
  • Program by Team Chivalry

Half-Life 2 - Age of Chivalry v1.1

As a young boy growing up in Agathia your father raised you well, brought you up by the sword. Several years ago he went away on a crusade, him and the rest of the powerful Agathian knights. Soon after they left, a rebellious group named the "Mason Order" took over. They killed everyone who opposed them and conscripted anyone who would not join their forces. You were one of those forced into conscription, you would go on to kill your friends, family and country men. When your father and the rest of the Agathian forces returned the Mason Order had completely taken over. Raised an Agathian and battle hardened into a Mason, you are the hybrid, you are the hero of the Age of Chivalry!

Age of Chivalry 1.1

• 1. Welcome to Age of Chivalry!

Thank you for installing the second release of the Half Life 2™

multiplayer modification 'Age of Chivalry'. We hope that you will

enjoy this release.

• 2. Install notes.

If all has gone right you should have a new folder under your

Steamapps/SourceMods directory named 'ageofchivalry'. This folder

contains all the data needed to play the game.

• 3. Restart Steam™

In order for the 'Game' to appear in the list of games in Steam™,

You usually need to restart Steam™. Recently Steam™ was updated

with the function to check for newly installed games after some

time and update itself in the games list. But this new feature

is not always reliable.

• 4. About this Release.

This is the second full release of the game. We have put together a

collection of maps, player classes and weapons that hopefully will

satisfy all kinds of player styles.

Included in this release:

• Two teams, Agathia Knights and The Mason Order.

• Three Classes for each team, Archer, Footmen and Knight.

• Nine main weapon choices for each team. Three per class.

• New and mighty Warhammer included for the Mason Knight.

• Eight Campaign maps, the included maps are:

- The Shore

- Dark Forest

- Stoneshill

- Overlook

- The Siege

- Death Valley

- Battlegrounds

- Helms Deep, from the Lord of the Rings™ movies and literature.

• Introducing a new "Team Battle" mode type of maps:

- Death Valley, first team to reach 100 kills win.

- Tombs, first team to reach 100 kills win.

- Tournament, 1on1 duel map. First team to reach 10 kills win.

• Spectacular head decapitation when landing a perfect swing.

• All current materials for maps and models.

• All current models, players and props.

• 5. Changes and corrections in this release compared to 1.0

===== Map changes =====

• Overlook

- Human catapults can hurdle the player.

- The breakable pillars now have layers to show how much damage they took.

- The doors into the exit room can now be shut again.

- Spike trap in the lower water tunnels. Switch is placed in the hay area.

- Removed the extra points on completed objectives.

- Catapults now turnable 720 degrees so you can hit the human catapult area.

• Helms Deep

- All players respawn after second flag is taken.

- Fixed battering ram bug where it sometimes tilted over.

- All flags now need to have no defenders within the close area in order to cap the flag.

- Doorways are wider to prevent players blocking them.

- 2 top flags in the upper keep are moved for better gameplay.

- Flag added from lower path in upper keep.

- More props inside the great hall.

- Moved defenders spawn inside the keep further into the great hall.

- Removed doors to prevent players from spamming them for passage blocking.

- Side passage, stone path to the high tower are no longer usable after the 2 flags are taken.

- Doors into the great hall stay open and auto opens once the 2 flags are taken.

- Siegetower has a longer path to travel.

- Changed displacement height levels underneath water, where you push the bomb wagon in to prevent "water combat"

- Fixed inner breach wall being capturable before bomb wagon goes off

- Added a hurt_Trigger and parented to the siege tower so that when it is moving if you stand in front of it you will die, this is to prevent the "crouch underneath to glitch" issue.

- Fixed studdering bug on bomb wagon

- Helms Deep overview updates:

- Removed the Siegetower for less confusion when it has moved.

- Made the map brighter and less saturated.

- Removed the "$vertexalpha" "1", so its not see-through anymore.

- Repainted map with new layout of Mason initial spawn.

• The Shore

- Fixed bug where you could climb over to the peasants.

- Fixed bug where the lock printed that it was damaged when it wasn't.

- Moved the defenders spawn to make the running distance more equal between the teams.

- Moved chop block to the area where the defenders spawn was before.

- Some minor props moved for better placement.

- Added new ramp/staircase to first section so that players can get up to the cave entrance via the water.

- Fixed cows animation stance so it stands where the collision box is.

- Changed soundscape and removed metal noise.

- Fixed ground that was poorly aligned.

- Jailbars now show metal impact and plays metal impact sounds.

- Changed direction of jaildoor, now opens towards the player instead of going into the peasant behind the door.

• Dark Forest

- All players are now respawned when the wagon has reached the aqueduct.

- Made the roadblock house upper area wider and the doorways wider to prevent player blocking.

- Fixed miss-aligned materials in aqueduct.

- Added func_clip_vphysics to all spawn areas and the wooden log so you cannot block the wagon or put physics in spawn area for weapon cheating.

- The 3 Flags changed into captive peasants with healthbars.

- Water in the ravine is now deadly.

- Gate into Wooden Keep is now only destructable by catapults and cannot be opened.

- Added clipbrushes and fences to keep players from map edges.

- New side ojective with a watersupply in the caves.

- Added staircase to ruins at water supply for archer support.

- Fixed random bridge section that was set to break on touch.

• Stoneshill

- Fixed bug where players could jump from tree to a spot they shouldn't.

- Removed Yellow start barrier now that we have warm-up enabled in the code.

- Moved first flag closer to the stone arch, it's now pretty much the same distance to run for both teams to the flag.

- Changed cap time on flag, so it now takes 25% less time to capture the flag.

- Moved/Changed buildings a bit in the town to make it a bit harder for defenders to move directly to the flag and also not being able to shoot directly after spawn.

- Added new spawn for Agatha after the Siegetower has reached its final position; you now spawn in the cave.

- Moved Mason Catapult to the other side of the gatehouse. Changed velocity and angles on it so you can fire on the bridge and the Agatha catapult.

- Moved Mason order spawn point inside castle further in, it now takes 4-5 seconds longer to reach the battlements/horse than before.

- Changed Cow into Horse.

- Changed regeneration speed of health to 10hp/sec instead of 20hp/sec of the horse (former cow)

- Added a clipbrush to the whole bridge so you cannot fall under the bridge.

- Changed water height, only a very few spots where you can duck under water. No spot where you have to swim.

- Added a push entity to the waterfall and the water next to the fall. If you step into the water you will be pushed towards the bridge area.

- Moved Town ammo crate to a new open cruckhouse next to the hay stands.

- Fixed bug where Mason order could capture the flag.

- Fixed bug where you could spam the Bell. You can now only ring the bell every 5 seconds.

- Made stones that fall from Bell sound "explode" without a visible explosion. So within a radius of 200 from the center of the stone it now makes 200hp damage.

- Added starfield effect when important objectives are completed.

- Made all players respawn in their new locations after flag is capped. Agatha spawns in town and Mason inside Castle.

- Changed stones into hl2 standard stones to fix walkthrough in Linux.

- Changed horse death to not show cementblocks

- Fixed minor error on spawnpoint being stuck in ground.

- Added flame to fire in cave.

- Changed the guardhouses into towers.

- Added flame to lower part of cave where ammocrate is placed.

- Put clipbrushes next to bridge to avoid getting stuck.

- Fixed spot where you saw the void, added treemodel and backdrop with a treeline.

• Tournament

- New Duel mode map

- First team to reach 10 kills wins the game.

• Death Valley

- New Team Battle mode map

- First team to reach 100 kills wins the game.

• Tombs

- New Team Battle mode map

- First team to reach 100 kills wins the game.

• Battlegrounds

- Objective mode map.

• The Siege

- Objective mode map.

===== New Functionality =====

• Clan matches support with warm-up and restart at players ready signal

• Automatic screenshot at match end. Activate with "aoc_endshots 1"

• Observer mode GUI updated with Camera man and Demo recording support

• Observer free roam added

• Hud confirmation when you choose a class and weapon from menu

• Headshot and decapitation death icons.

• View punch when hit.

• Player does a flinch animation when hit depending on the hitbox struck.

• Ammo crate has a 30 seconds timer for ammo restock.

• Shields can be held up for a longer period of time, with stamina drain.

• The number of players per class can be restricted by server admins.

===== New behavior and tweaks =====

• All weapons have had a balance overhaul.

• Improved hitbox detection for projectile weapon (bows and thrown)

• Blocking with smaller weapons drains stamina and inflicts damage

• Spawn wave time increased to 10 seconds

• Projectiles can only be blocked if facing the projectile.

• Increased initial load out and restock to 8 Spears

• New sounds for game, footsteps, projectiles, explosions, attacks and impacts.

• Improved voicecomms

• Health is 100 for all players. Armor is now related to the hitboxes.

• Flaming rock gibs for Explosive projectiles.

• The player that fires the catapult is given credit for the explosive kills.

• Player movement speeds tweaked for different classes and weapons.

• Increased damage of throwable axe.

• Oil pot kills now gives the thrower kill score.

• Water detection for projectiles and fire chunks.

• Bot improvements: Will go for objectives. Avoids obstacles. New attack pattern.

• Changed sprintspeed with throwable version to the same as melee of the same weapon.

• Overview map toggle key defaults to "o"

• Weapons deflect when swinging close to items.

===== Bug fixes =====

• Crash in the class menu removed.

• Fix for wrong images shown while entering the Mason order Class menu.

• Fixed end round music not playing.

• All fire effects are now removed when the players dies.

• Peasants head now has correct blood color.

• Fix for Oilpot fire in water.

• Fix for spawn weapon exploit.

• Fix for odd 1.0 server crash when capture touched.

===== Content =====

• Added dr_fireholder2_folded.mdl, a folded version of the dr_fireholder2.mdl. physics model with 3 skins and lods

• Updated dr_fireholder2.mdl, now has lod models

• Added the new func_ladder entity to the .fgd so if you are a mapper, copy the file to \sourcesdk\bin\ep1\bin to use it in hammer.

• Stone_hut01_skybox model with 6 skins

• Horse statue from city 17, now made of stone

• Some fixes to capture point stuff in FGD

• New doorframe_stone03 & doorframe_stone04 models. They are one sided, static models with 27 skins

• New stone wall textures

• Health charger model replacement added, now looks like a medieval surgeons table.

• statue_crusader01 model added, used the crusader model to make a basic statue.

• Awesome medieval battle ambience.

• Small spiked rail, 3 skin and a few lods.

• Textures for Celtic cross.

• Rescaled the horse_01.mdl, now 25% larger and has a better physmodel.

• Firecrag materials, WIP

• Fixed door_02.mdl, added missing texture.

• Updated w_doubleaxe.mdl, now has LOD models

• Textures for outdoor / blend textures grass/autumn leaves

• Catapult model updated.

• 6. Contact information

• Email to: [email protected]

• Homepage: http://www.age-of-chivalry.com

• Support forum: http://www.age-of-chivalry.com/smf

• Manual: http://www.age-of-chivalry.com/manual/

• Jobs: [email protected]

• 7. Team Chivalry Members

• Rikard "Drakir" Lindgren

Co-Founder, Team Leader, Level Design, 2D Art, Animations,

3D Modelling and Web Designer.

• Scott "Longshanks" Chipman

Co-Founder, Programming, Textures and Level Design.

• Jeff "Chasingthesun_jeff" Simmons

Co-Founder, Music Composer, Vocal Artist, Sound Effects.

• Yan "Justin_Paplus" Le Gall

3D Models, Textures and Animations.

• Mark "Marquis" Haly

Environment Models and Textures.

• Arne "Enra" Sikström

Lead Programmer, Troubleshooting and Release Handling.

• Richard "Neil Blade" Yang

Concept Art, 3D Modeling and Animations.

• Vladimir "Vladak" Krupa

Level Designer.

• Sean "Rasulis" Maddox

Writer, Gameplay Balancing.

• Nathan "MercX" Spence

Level Designer.

• Thanasis "poumpa" Vogiannou


• Rogério "P4iN" Morais


• Damian "LostChocolateLab" Kastbauer

Sound FX Artist.

• Skrewball

3D Models and Textures.

• Matt "Gnolfo"

Melee Programmer.

• James "Spartan" Mayes

Contributing Level Designer.

• Rory TaldTheDead" May


• Alexandr "Wiz" Kurilin


• Roland Berez

Sound FX Artist.

• Evan "oNEO" Zly

Level Designer.

• Shelby "Cerin" Smith


• Jim "Doodle" Sumner

Level Designer.

• Ben "jaguarrrr" Bonfil


• "Balian"

Level Designer.

• "Sir Loin"

Sound FX Artist.

• "basstronix"

Sound FX Artist.

• Steve "BloodSeeker" Piggott

Marketing & Media Co-ordinator

Level Designer.

• 8. Contributors

• Jadams

Skins & Textures

• PS_Mouse


• Ingolifs

Writer & Ideas

• Sinistar


• Leifiero


• Moutix


• RogueBee


• Heretic


• Simon Nygaard "geX" Jensen

1.1 manual

• 9. Testing Team

• reeke

• gitarrenteufel

• Vetnek

• Firey

• MrKhorne

• darkvortex

• Irish_PXzyan

• Revenir

• meazum

• geX

• messenger

• Elitistmadman

• Splint

• Atelophobia

• Sita

• PV5150

• Cruxvader

• Atelophobia

• Sita

• asskicker

• Sir Mumford

• Chris

• Ford

• sgman

• Veratyr

• Orchal

• The Gatekeeper

• Ace

• Megolas

• Welcome to hell

• Sir Knight

• Z-Man

• Mak

• Jäger

• Donutman

• Schnee

• shluke

• 10. Former testers

• MadKilla

• English longbow

• c0wb0ys7y13

• Drae'thax Khun

• faithkill

• Devion

• Zarax

• Guincho

• Xecutioner

• Kanfoosh

• Minozake

Team Chivalry would like to thank all the loyal fans and forum goers who have supported us on this 3 year project.

We truly hope that you enjoy the work we have done! Now go slay each other!

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